The Legend of Zelda: Link's Awakening DX ---------------------------------------- Copyright 2005-2007 Brian McPhee Author: Brian McPhee Most Recent Update: March 3, 2007 Originally Created: February 13, 2005 Version 1.0 ----------------------------------------------------------------------- ---------------------------Table of Contents--------------------------- ----------------------------------------------------------------------- Section 1* Introduction* Navigation* Storyline* Section 2* Tail Cave* Bottle Grotto* Key Cavern* Angler's Tunnel Catfish's Maw* Face Shrine* Eagle's Tower* Turtle Rock* Wind Fish Egg* Section 3* Secret Dungeon* Photographs* Pieces of Heart* Secret Seashells* The Trade Sequence* Secrets and Tricks* Enemy Index* The Zelda Timeline* FAQ* Section 4* Credits and Legal Information* ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 1*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= =============================Introduction*============================= ======================================================================= Note: Why hello there. This guide might seem somewhat familiar. That's because it is entirely based on my guide for Link's Awakening, the black-and-white version of this game. The only new sections are "Secret Dungeon" and "Photographs" found in Section 3 of this guide. Other than that, Link's Awakening DX differs from the original only in color and a few text changes. Welcome one and all! For all of you were blind and just miraculously regained your vision, this is a guide for The Legend of Zelda: Link's Awakening DX. Now, to stick with my formulaic introductions, I shall review the game. I did not plan to write a guide for this game from the beginning. But, as I started to write more and more Zelda walkthroughs, I decided to write one for them all. For me, this game is the worst in the series. Honestly, I don't see how it couldn't be. Link's Awakening was Zelda's first shot at portable games, and its success probably led to the release of future portable Zelda games. Well, I didn't dislike Link's Awakening at first, but playing other Zelda games showed me the light. First, let me establish that I'm not a shallow player; I do not take the graphics into account when I judge a game (although the game's is color is great and the graphics slightly resemble A Link to the Past, downgraded a bit). However, this game has plenty of problems outside of its view. I love Zelda games. I think that it's the best series of videogames for any system ever. This feels less like a Zelda game than Adventure of Link did. As much as like the Mario series, too, this is like a mix of Mario and Zelda (you will definitely know what I mean when you play the game), and although most people like the mix, I'm more of a Zelda purist. First, they named absolutely everything. No joke. I swear; they practically gave a name to every tree and enemy in the game. This is more annoying when you're writing a guide than when you're playing it, though. Second, this game is not set in the familiar land of Hyrule, but on Koholint Island, whose inhabitants name everything. It was the first Zelda game to do this, but not the last, and this game incorporates as few elements from other Zelda games as it can get away with. Aside from items, enemies, and Link himself, you'll find no characters from Hyrule. This means that new characters, all of whom are corny or weird, had to be introduced. Then we have one of the worst aspects of the game - the ending. The game isn't too easy to beat, although it's not the hardest I've ever played, and the ending is seriously disappointing. It is un-heroic, not very satisfying, and it makes you feel like you just wasted a lot of time. But let's not overlook the good in this game. First, despite its cheesiness, this game is not without its charm. This game is also one of the longer Zelda games. A lot of people criticize games like Majora's Mask for having only a few dungeons. Well, this game leaves little to be desired in that respect. There are eight dungeons and quite a bit to do beforehand. Collecting keys to enter dungeons can be a bit bothersome, but it only adds to things. This game has sort of stupid bosses, but you'll see some familiar faces when you fight the final, Zelda-worthy boss. This game also features quite a few old items (many from A Link to the Past). In fact, this game inherits many qualities from A Link to the Past, my favorite Zelda game. And I admit, before I played Ocarina of Time (this was the second game I played in the series), this was a great game to me. Also, it is very popular. It was on the top-ten best-selling portable game for over 90 months (seven and a half years, putting it right up there with Super Mario Land 2). Although I say that it's the worst game in the series, that doesn't say much; this game is better than the vast majority of other games that you could be playing. Link's Awakening also has its fair share of secrets, and you might be impelled to replay it. Also, you can steal stuff from merchants, the greatest redeeming feature of the game! Sorry for my ramblings. Let's get on to the guide, shall we? By the by, if you see my walkthrough on any site other than GameFaqs.com or GameSpot (it is an affiliate of GameFaqs), please e- mail me. With your help, we can put an end to plagiarism of this guide, which is illegal. ======================================================================= ==============================Navigation*============================== ======================================================================= You may be wondering what the deal was with all the asterisks (*). Well, they are pretty festive. Other than that, you can use them to easily go to different parts of the guide. Press CTRL and F (Apple if you own a Mac) to make a search box pop up. Type in the name of the section, asterisk and all, and press Find/Search to go to the first time it was used (the Table of Contents). Search again to skip right down to where that section begins. It's very useful in navigating this document. Anyways, the asterisks differentiate the title names from times I might say the words in text (navigation, navigation). ======================================================================= ==============================Storyline*=============================== ======================================================================= I don't really like the storyline of the game. Below I summarize it (based on the manual). Ganon has been dead for a while, and the people of Hyrule are wondering what fate awaits them. In a quest for enlightenment, the hero of Hyrule Link sails to foreign lands. While sailing back to Hyrule, a storm overcomes his ship and it is destroyed. Shipwrecked, Link washes up on a mysterious island called Koholint Island. Awakened to the voice of a girl who resembles Princess Zelda of Hyrule, Marin takes Link to her father's home. Link, anxious to leave the island, equips himself with a shield given to him by Tarin, Marin's father, and sets out to find a way off the island and back to his homeland. That's all well and good. Below is a list of important characters in the game. +------------------+ | Characters | +------------------+ Link: The hero of the story, Link has washed up on Koholint Island after an accident to find all his gear scattered along the beach. While collecting it, he encounters a strange owl that tells him to awaken the Wind Fish. How he will do it and what will happen remains a mystery. Marin: Marin is the name of the local that found Link on the island. An excellent singer, Marin is Link's best friend throughout his stay on Koholint Island. Perhaps she has more to do with the ancient riddle than Link might guess... Owl: a mysterious and wise owl, it is leading Link to awaken the Wind Fish. What its awakening portends it will not reveal, but it will, apparently, allow Link to go back to Hyrule. I find it kind of funny that Link goes through this entire quest just so he can get off this island. Ha! Wind Fish: A mythical creature that slumbers eternally within an egg resting on top of the central mountain of Koholint Island, little is known of the Wind Fish. How it will help Link leave this island is a mystery, but it must be done. Of course, there are many, many more colorful characters to meet on Koholint Island. There is also one cameo that I find incredibly clever. Just wait; I'll point it out when the time comes. ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 2*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ==============================Tail Cave*=============================== ======================================================================= +------------------------------------------+ | The Wooden Shield and Wooden Sword | +------------------------------------------+ Link wakes up to see Marin, the girl that rescued him after his shipwreck. Although he mistakes her for Zelda, the princess of his homeland of Hyrule, Marin takes a liking to you and welcomes you to Koholint Island. Move to jump out of bed and then go talk to the man with the large nose. This is Tarin, and he is Marin's father. They knew your name because it was written on the back of your shield, which he then gives to you. Go south to exit the house into the outside world. The large chicken is called a Cucco. Go west a screen to see a fox and what would seem to be a Chain Chomp from the Mario series. Go west again and then head south twice. To the east is Tail Cave, whatever that is, and to the south is Toronbo Shores. Marin recommended that we go to the beach, so let's go that way. At first, it might seem that we cannot. However, an interesting part of Zelda games is Link's ability to jump down ridges. Stand at the opening in the ridge and hop down. Go south again, this time jumping south a screen, and you'll encounter your first enemy - an Octorok. These are real old-timers in the Zelda world. As of right now, you cannot defeat it. However, you can block the rocks that it shoots by lifting your shield, which has been automatically set to B. Take the stairs down (the steps to the right) and hop the ledge to go south. This time there are two Octoroks to threaten you. They are pretty passive though; just take the ladder leading south. In the sand of the beach are enemies called Leevers. They are particularly tricky because you can never predict where they'll come from. Again, you cannot beat them due to your lack of any offensive item at all. So, go right and then north. Here, we have no choice but to go right. Here, you'll see a Kirby enemy, the name of which I'm unsure at the present time. To move it, simply put your shield up and push it aside. When you can, go south. Here in the surf is your sword! Touch it to take it back. Before you can, though, a mysterious owl swoops down. After figuring out that you own the sword, it makes sense to him that the monsters are acting violently. They want to prevent you from waking the Wind Fish, for legend speaks of a courageous man who will come from the seas to awaken it. After setting up a rendezvous point in the Mysterious Forest, it flies off. Now you can pick up your sword. Although the game never tells you, I assume that this is Link's classic starter sword, the Wooden Sword. It is automatically set to A, although you can switch it with the shield. Now the heroic music starts to play. That's more your speed. +-------------------------+ | The Owl's Message | +-------------------------+ Look to the left to see another one of those enemies we pushed earlier. With a single slash of the sword, you can make meat out of it. Hold the sword out and it will become charged. Release now to perform the Whirling Blade Technique, which I will call the Spin Attack. Go left and defeat the enemies here. Leevers take several hits, as do Octoroks. However, they may drop behind a rupee. In Hyrule, Termina, Holodrum, Labrynna, and on Koholint Island (all the lands Link has visited), the rupee is the official unit of currency. In Link's Awakening, you can hold a maximum of 999 rupees at any given time. Go left again and then take the ladder up. Now go north to see that first Octorok. Cut it down and go right. Go north from here and go to the northern limit of this screen. Follow this path left and then go back north into town. Go north again and then go right. Feel free to explore the village. One screen has many bushes and some grass in it. Slash the bushes and you'll find a Secret Seashell. What they are good for, no one knows. There is a town north of that screen. Although you are able to steal, it is not worth it right now (when you steal, the shopkeeper will kill you the next time you enter his store). For now, we're saving up for that 200-rupee Shovel. When you're ready to leave town (called Mabe Village), go to the northwestern-most screen. Here, slash the bushes near the top and jump over the ledge into a pit. Inside is a Piece of Heart. Introduced in this game's predecessor, A Link to the Past, you get a new Heart Container (your life meter) every time you get four of these valuable items. Take the stairs up to exit and then go north into Mysterious Forest. Slash the bush and go north a screen to see the Owl. Actually, Owl calls it Mysterious Wood. Either way, he tells you that the Wind Fish is watching your quest to wake the dreamer. He advises that you visit Tail Cave, south of the village. Enter it with the key you find here. +-----------------------------+ | The Mysterious Forest | +-----------------------------+ Go north and you'll see two new enemies, although they're not new to the series. Moblins are common enemies that populate the forest. They attack by throwing spears, but you can beat them in two slashes. From that screen go east and then north, skipping over enemies unless you need the practice. Go right from here to see a cave. Enter it and you'll see cracked floors for the first time. If you stand on such terrain for about a second, it will crumble and create a pit. To avoid this, just run around until you reach non-cracked floor on the other side. Here, slash the crystals to destroy them. Push the block into the pit by walking into it and then go around and slash the other crystals on the other side of the remaining rock. In the meantime, you'll be fighting bat enemies called Keese. If you open the chest, you'll get 50 rupees. That's a good step toward our goal of 200. Now go north in this cave. The enemies on the floor here are called Zols. When you slash a Zol of this nature, it will die instantly. That in mind, go left. In here, we won't be able to get the Piece of Heart for the time being. However, you can go south out the cave. Push the lowest block you can access left and the one that was diagonal of it left. Now go south. Pick up the mushroom out here. This is a toadstool called a Sleepy Mushroom, the primary ingredient of Magic Powder, but more on that later. Reenter the cave and push the second block you pushed last time right and the first one you push right. Above that, push a block up and go right. Now it should be easy to exit the cave. Outside, go north and you'll see a Moblin swordsman. They are tougher than your average monster, but they aren't hard in the least. Go north to see some advanced Zols. Slash them and they split into Gels. However, this is not the right path either. Go south twice from here and then go left, then north. This is where a devious raccoon lives. If you try to go north, it will make you lost and return to the starting point. Obviously, we must find a way to defeat that raccoon. +------------------------+ | The Magic Powder | +------------------------+ Make sure that you got the Sleepy Mushroom as I instructed earlier. Go to where you first saw the Zols that divide into Gels (go south, right, and north twice). Defeat the Moblin here. Usually, this particular Moblin drops something called a Piece of Power or a Guardian Acorn. Getting these temporarily doubles the strength of your sword, or, in the case of the latter, doubles your defense. Go right and slash the Moblins with the powered-up sword and they'll go flying. They may drop items called Recovery Hearts, which I will just call hearts. These items refill your Life Meter, also called the Heart Meter. When it reaches zero, you get a Game Over. Anyways, go right and south. The enemy here is a Buzz Blob. Try to slash it and you'll be electrocuted. Also, a Zola is in the water. These water monsters are violent female Zora, a race that is made peaceful in Ocarina of Time (in A Link to the Past, they stood to make a quick buck off you by selling you the Flippers). South of that screen and to the right is Witch's Hut, the home of a witch (duh!). The screen is already dark because she hasn't lit her room. With no background light, it can be hard to see in here. Talk to the witch in here and she'll establish that she needs a toadstool. Give it to her (set to A or B and then use it) and she'll go nuts. After a brief burst of energy, the Magic Powder is made! There's a limit to how much you can hold at a time, so use it wisely. For instance, you can use it to light the torch in here, lighting the room. Now it's time to go pay that raccoon a visit. +--------------------+ | The Tail Key | +--------------------+ Exit the witch's hut and head on over to where that raccoon was (left, north twice, west twice, south twice, west, north). Sprinkle Magic Powder on him and he'll ricochet around the screen. In a poof, he becomes Tarin! Apparently, he bit into a mushroom and so it began. Now that he's out of the picture, go north. Open the chest for the Tail Key. With it, you can access Tail Cave. What lies in that cave we shall find out in due time. The Owl flies down and tells us to retrieve an instrument inside. The Wind Fish is waiting. +--------------------+ | To Tail Cave | +--------------------+ Return to Mabe Village. From where you enter, go south three times in the direction of Toronbo Shores. Instead of going there, though, go right three times. Go down from here and take the other path left. Here, you can push the Octorok into the pit (ha-ha!) using your Wooden Shield or Sword. Go south from here and then right. This is Tail Cave, which looks much more manmade than natural. Step up to the lock and the place will rumble before unlocking. Walk forward and enter it. +-----------------+ | Tail Cave | +-----------------+ Of course, this is a Zelda game. Tail Cave is Level 1, a dungeon. Yes, this game is the first one to officially use dungeons instead of palaces of labyrinths, although A Link to the Past started the trend. There are four basic items in a dungeon. They are the Dungeon Map, which shows the layout, the Compass, which pinpoints the location of the boss (called Nightmares in this game) and chests, the Nightmare's Key, which opens large locked door that lead to the boss, and there are Small Keys, which open regular locked doors. For now, go west. Here, you'll see two new monsters called Hardhat Beetles. They can be beaten by knocking them down pits, which you should do with your blade. When both are down for the count, a Small Key falls down. Take it and go left again. Open the chest for the Compass. This is the first Zelda game in which the Compass shows where treasure chests are in the dungeon (which is so useful, trust me). Also, if you enter a room a tone will alert you if there's a Small Key hidden in it. Defeat the Zols to open the door that slammed shut to the right and then go through it. Go right again to the starting room. Now go north. In here, defeat the enemies to make things easier and then step on the switch (the circle on the floor). This makes a chest appear, in which is a Small Key. Go right, defeat the Stalfos, and a chest appears containing the Dungeon Map. Now go left twice. Be wary of the cracked floors and defeat the Keese using the Spin Attack. Go north and you'll see a new enemy called a Mini-Moldorm. Slash it twice to beat it. Also, there's a chest in here containing 20 rupees. You might have reached 100 right about now. Now, go north. Unlock the door to the north. Along the way, you'll encounter a common trap called a Razor Trap. If you step forward, it will swing out to slice you. Wait for it to stop and retract and then set forward. Go right and then go around the blocks to go left. The enemies here are called Sparks, and they cannot be defeated as of now. In here, the door slams shut as soon as you take a step toward it. To unlock it, avoid the Spark and push the leftmost block right. Through the door you'll find two Spiked Beetles. Use your shield to defend against their charges and they'll be flipped over. Attack their undersides and they'll die. Beating both makes a stairwell appear. Take it down and you'll find a 2-D screen. You thought that they learned their lesson from Adventure of Link, but no! The enemies on the bottom are called Goombas from the Super Mario Bros. games. You can jump on them by falling from above, or you can slash them. When you're ready, go left using the ladder. Now take the ladder up back to the overhead view. Go north and you'll see an aerial heart. Go north again to see a chest. Open it for Roc's Feather! This soon-to-be-classic Zelda item lets you jump. It is very useful, especially in this game. Jumping is a great way to avoid enemies, too. Go back south and jump to the recovery heart. Go south again and take the stairs back to a previous room. Here, jump over the hole below and go south. This time, go right. Wait for the Spark to pass and open the chest for a Small Key. Defeat the Mini-Moldorm and go right via the upper path. Go north and jump over the pit to the left with Roc's Feather. Unlock the locked block here and go up the ladder to go left. Open the chest for the Nightmare's Key. With it, you can unlock the door to the Nightmare, which I call bosses. Go right, jump over the pit, go south, go left, go down and go right. The enemy here is called a Stalfos. Defeat it with a sword slash or two and then go right through the locked door. Here, go north to see some card-based enemies. It is kind of tough, but you must hit them to freeze them. If all three of their marks are the same - spade, club, heart, or diamond - then a chest appears. The easiest way to do this is to wait for them to gather in one place and use a Spin Attack them. If you open the chest that forms, you get the Stone Beak. It is also called the Stone Fragment in the original. With it, you can read the inscription on the north wall. Go south and then jump over the pit and go right. ------------------------ Mini-Boss: Rolling Bones ------------------------ Every dungeon in this game has a sub boss. In this particular dungeon, the sub boss is very easy. Jump over the spiked cylinder it tosses around the room and slash it multiple times. Keep doing it and it will die. Not only will it leave behind a Fairy, but a transport is made as a shortcut to this room. Go north into a new room. ------------------------ Stand in the doorway to avoid the razor traps. Now go forward and take the stairs down. To the left are several corpses, each hanged to death. Is that supposed to intimidate us? Apparently so. Go back up and open the door ahead. +---------------------+ | Boss: Moldorm | +---------------------+ It can talk! Seriously though, this is an old Zelda boss that has been used many times, this being the second game it appears in. Moldorm is a larger version of the Mini-Moldorms that you saw in the dungeon. The boss's difficulty lies completely in its ability to knock you around. If it knocks you into a hole, you end up back at the hanging corpses we saw before and you must reenter the room to find a healed Moldorm to fight. The easiest way to beat it is to slash furiously while standing against the north wall. After exploding segment by segment, we find a Heart Container. It adds one heart to your Life Meter. Go north and you'll see an instrument. Is this what the Owl was referring to? Pick it up. You got the Full Moon Cello! It plays a mysterious and enchanting melody that warps you to the beginning of the dungeon. It also tells you something... in the swamp. ======================================================================= ============================Bottle Grotto*============================= ======================================================================= +--------------------------------+ | The Meaning of the Cello | +--------------------------------+ Go left and the Owl appears. The Full Moon Cello is an Instrument of the Sirens. Along with the seven others, those instruments have the power to awaken the Wind Fish. Our next goal lies north in Goponga Swamp. Return to Mabe Village. As you enter, two villagers run toward you. A band of Moblins came to the village and abducted BowWow. Who that is, you'll find out. Go north and go right to see that the Chain Chomp is gone! You'd think that it could kick Moblin butt. Anyways, we're headed for the Moblins' lair. Head over to the entrance of Mysterious Wood and take the following directions: north twice, right three times, and then jump over the holes to the Piece of Heart. Now jump to go north. Go right and go through the cave to enter the lair of the Moblins. +------------------------+ | The Great Moblin | +------------------------+ A swordsman is the first to notice you. From where you're standing, walk forward a bit and slash to beat him in two swipes. Now go north to see a group of Moblin spearmen. The Spin Attack, twice as strong as normal sword slashes, can take them off quickly. Go right to see the Great Moblin. He's the one who instigated the whole kidnap. BowWow belonged to Madame MeowMeow (that's... no, too easy to make fun of). "It is you who came get me but it is I who will get you" - Great Moblin. He's much stronger than his minions, but he's still a pushover. Stand against the wall opposite him with your shield raised to block his spears. When he charges you bull-style, move out of the way and he'll hit his head, stunning him. Slash quickly to finish him off after eight hits. When he explodes, go right to BowWow. This pet will be extremely useful to us. Yes, the Great Moblin has come in handy. Without him, we'd never have been able to steal him! +---------------------+ | Goponga Swamp | +---------------------+ With BowWow, we can now destroy some road blocks in Goponga Swamp where we were told we could find the next instrument. Exit the Moblin compound and go left. Go south from here and jump over the pit to go west back into Mysterious Woods. Go left three times utilizing Roc's Feather. Go north and then go right. The monster there - the pulsating tube of flesh as I am fond of calling it - is a Like Like. It will eat your shield if you're not careful. Luckily, BowWow will eat the enemies instinctively. Go right again into Goponga Swamp. Explore, letting BowWow eat the swamp monsters that are otherwise impassable, and you'll find a chest containing 50 rupees. Also, you'll find the entrance to Bottle Grotto, the second dungeon. +---------------------+ | Bottle Grotto | +---------------------+ This dungeon has a fairly useful item within. Every dungeon has an item or piece of equipment inside that I call the prize. Also, it has the instrument, but that's not nearly as important. Go forward and you'll enter a dark room. You need to light the room to see. One function of the Magic Powder is the more useful one. That is, sprinkle it on the torches and they'll light. Lighting both opens the door to the right. Take it and you'll see two Stalfos. Defeat them both and a Small Key falls down. Use it on the door to the south. Here, you'll see a mimicking monster similar to a Shy Guy in Mario games, although it is officially a Mask-Mimic in Zelda games (because it mimics). It copies your moves and reverses them, and the mask makes it hard to beat them. To do so, though, lure them around the room so that you're facing away from it and you're back-to-back. Charge a Spin Attack and use it to attack its vulnerable back, thus beating it. A chest containing the Compass (most-useful item ever) appears. Now go north and then right. The object in here is called a crystal switch. Not original to this game, it is very new in the Zelda world. Hit it and the blocks that are raised lowered and those downed rise. Hit it so that the blocks to the south lower and then go down. The enemy present is an advanced Stalfos called a Stalfos Knight. Defeat it and slash the crystal switch in here to make the treasure chest accessible. Open it for a Small Key. Now go right. Pull out Roc's Feather and get ready to use it. First, the floating object is Magic Powder, just in case you're low. I recommend getting it anyways, even if you have plenty. Right of it is a switch. Press it and a treasure chest appears to the north. Jump to it and open it for a Small Key. Now jump back and hit the crystal switch. Jump back north and then jump left. Now go north one room. Here, you must defeat two Mask-Mimics. Use the same strategy as before (stand back-to-back with it and use a Spin Attack) to beat it and a Small Key falls down. You cannot reach it now, so we'll return for it later. For now, go south. Hit the crystal switch and go west. Go north and then east. Take the Small Key to have two. Now go left, hit the switch, and go left again. In here, beat the Stalfos and go west again. Use your Small Key on the west door in this dark room. Stand in the doorway to avoid the razor traps and go left to light the braziers with your Magic Powder. Go north and jump over the gap to open the chest for a Stone Fragment/Stone Beak, depending on which version of the game you're playing. Go south and east. Light the torches and go right. Go right, and go through the old square pattern (south, right, north). Here, go right and you'll see two Spiked Beetles. Like our bout with them in Tail Cave, lift the shield up to them and they'll collide with it. When flipped over, slash their underbellies and they'll be defeated. Go north using the locked door. In here, beat the Keese if you so desire. More importantly, push the two blocks toward each other and a staircase appears. Take it down to a 2D screen. Drop onto the platform over the spikes and jump when needed to the left. Do the same here and climb the ladder to a new dark room. Use Roc's Feather to jump forward. The panel in the wall will flip and allow you to pass through to a new room. ---------------- Mini-Boss: Hinox ---------------- This muscle-bound Cyclops looks intimidating, but he's no trouble at all. He's definitely the most memorable of all the sub bosses. Approach it with a charged Spin Attack. Occasionally, Hinox will toss a bomb at you. Retreat for this and then close in to hit it again. After a few hits, it explodes. In its place are a Fairy (they restore all your health, for now) and a portal that you can use a shortcut to and from the first room. ---------------- Go right a room. Here, defeat the hiding Keese and jump across the pits to go north. The owl there really helped by the way (uniting a Stone Beak/Stone Fragment with an Owl Statue/Stone Slab gives you a hint). The eye object in here acts as a vacuum and sucks you in, as well as the other residents of the room. However, it is easy to resist its pull, allowing you to open the chest for the Dungeon Map. As you can see, this dungeon is arranged in the shape of a pot. When you can, go north. Open the chest in here for 20 rupees. If you've been following me, you probably have close to 200 rupees now, if not more. For now, go left into a dark room. These two ghosts, called Ghinis, are known as the Boo Buddies (they name everything, what did I say?). Use Magic Powder on the two torches in here to make them vulnerable to sword attacks. Defeat them and a chest appears. Open it for the Power Bracelet! With it, you can lift objects formerly too heavy for weak little Link, like pots and rocks. Go right and cross the blocks to the raised one. Hit the crystal switch and fall into the pit, then go right and hit the switch again. This time, go right to open the chest for a Small Key. Before going east a screen, hit the crystal switch so that the majority of them are up. To the right are a Hardhat Beetle and a Gel. Defeat them and go right again. In here you'll find a locked door. Instead of taking it, go south. In here are two enemies - a Pols Voice and a Stalfos Knight. Pols Voices are mysterious ghosts that seem invincible at first. Push the front blocks (right down, left over) to free the beast and then throw a pot at it. Kill the Keese in the corner before the other enemy. Now defeat the Stalfos Knight as you would normally. Open the chest that forms (if you beat the enemies in the right order) for the Nightmare's Key. Go north and then east using the Small Key you got earlier on the door. In this room, defeat both Pols Voices with pots and slash the Zol and resulting Gels to make a staircase appear. Take it down to a 2D screen. Stand on the first platform to make it fall. Right a screen, lift the pot and stand on the platform and it will lower. Take the ladder up to a new room. Here, use Roc's Feather to jump forward and unlock the door to the Nightmare's Lair. Also, there's a chest in the first room containing 50 rupees if you're interested. Now for the boss. +-------------------+ | Boss: Genie | +-------------------+ Quite a creative boss, huh? "He's our bad guy this time." These bosses are such dorks. Genie, who looks more like a clown with issues, will pop out of the bottle here to attack you (which consists of him throwing fireballs around the room). To beat him, slash the bottle when it is bouncing toward you. Then pick it up and throw the bottle against the wall. Three hits like this breaks the bottle and frees Genie. Now you can attack all you want with your sword. It will feel good after listening to that loser ramble. But, Genie still has a few tricks up his/her sleeve. Keep slashing it and it will spin around you with a double and throw a fireball. A few hits like this and Genie will be defeated. Genie wasn't that easy. Its attacks do a lot of damage. But when you have won, go west with another Heart Container. Here you'll find Conch Horn. Playing the same song as the Full Moon Cello, it warps outside Bottle Grotto. It tells us to search in the prairie... ======================================================================= ==============================Key Cavern*============================== ======================================================================= +---------------------------------------+ | The Deluxe Shovel and the Bombs | +---------------------------------------+ Note: If you're playing the DX version of this game, now is the perfect time to start collecting photographs. That is, go east of the Moblins' hideout where you rescued BowWow and talk to the storeowner. I know that you and BowWow have grown close, but it's time to return him to his owner, Lady MeowMeow. Don't ask me; I didn't name them. To easily return to Mabe Village, no swamp involved, go right of Bottle Grotto's entrance and lift the stones. Now go south to jump over the ledge down to where you fought the Great Moblin. Now go to the southwest and then left into Mysterious Woods. When you enter, go left to see rocks around a cave. Lift the rocks with the Power Bracelet and you'll see that we can do nothing (yet). We'll keep this place in mind for when we get a new item in the future. Also, there's a chest blocked by a rock to the south. The chest contains a Secret Seashell. Now return to Mabe Village. Talk to Lady MeowMeow in the house that BowWow was chained to and she'll give you a kiss for rescuing her poor puppy dog. Exit quickly (awkward moment alert) and go right two screens, then north. And there are two items on sale that we'll want to purchase. One item can be bought in bulk, ten of them, for ten rupees. The Shovel, on the other hand, costs a whopping 200. Buy the Deluxe Shovel (you should have enough after going through the dungeons) and the Bombs, the rightmost item. Bombs are very useful. Place them strategically when in battle to hurt enemies or use them to blow up fragile walls. In fact, if you return to Tail Cave, go north, left, and north. Bomb the left wall and open the chest in here for a Secret Seashell. You want to collect them all, but what do they do? +---------------+ | The Bow | +---------------+ Replacing the Shovel, which digs hole, is the Bow. It costs an outrageous 980 rupees. Yes, the shopkeeper is running a lovely little monopoly. Well, you have two options. If you're incredibly honest and saintly, you can go out and kill monsters, collect treasure, etc. until you have enough rupees. I laugh at you fools! The easier way is to steal the Bow, which can and probably will be done. Now, before stealing, I must warn you about the effects. First, you will be called THIEF instead of whatever name you chose for Link from then on. Second, the shopkeeper will kill you the next time you enter his shop in a manner much resembling the way the Emperor tries to kill Luke Skywalker in the sixth episode of Star Wars. If you're aiming for a 000 score on this game (not dying once), you must save up for it. Personally, stealing it isn't so bad. Just don't mimic these actions in real life. It's all just a game. Remember that. Now, if you want to steal it, here's what you do. Pick up the item from the shelf and stand north of the shopkeeper so that he turns his head to look at you. Now quickly run out the door. Chances are he won't catch you and you'll get it for free. After a little blurb about stealing, you go on with your life. Just don't enter his shop again. Now you can shoot arrows! Plus, if you set your bombs and arrows to your two selected items and hit the button at the same time, you can fire an arrow with a bomb on it (kind of like a missile). Cool! +--------------------+ | Link's Trade | +--------------------+ Before we advance, we need to prepare ourselves for the future. In Mabe Village, go south twice of the normal shop to find the Trendy Game. Although a major rip-off, we must play it in excess. We are trying to win the doll of Yoshi in the center. So, fork over the ten rupees it costs to play and step over to the switches. Here, B moves the crane horizontally and A vertically. Move the crane over until the shadow is exactly over the doll. Now move the crane down with A so that the bottommost tips of the crane are between (in the space in the middle of) the two tracks moving around the board. If done correctly, the Yoshi Doll will be picked up and dropped at your feet. Yet another Mario cameo in a Zelda game, this time it's Yoshi, Mario and Luigi's trusty steed. Regardless, we need this doll for tea parties, err, trading. Three screens north and one left will lead you to the house of the Quadruplet Family, so called because they had quadruplets, or four babies at once. Talk to the mother with your Yoshi Doll and she'll want it. Trade her it for the Ribbon. And there's someone in town looking for one of these, too. Go to Madam MeowMeow's house and enter by the right entrance. Use the Shovel to dig in here for your fourth Secret Seashell. Talk to the Chain Chomp here and it will give you Dog Food for the Ribbon. Now, who would want Dog Food (sounds like a dumb question)? Well, we only know a few freaks... We'll have to find a new person for this one. Go to Toronbo Shores, the place where we found the Wooden Sword. Follow the north coast and you'll eventually reach an alligator. After eating your Dog Food, he gives you the Bananas. And that's where we stop this trade. +---------------------+ | Ukuku Prairie | +---------------------+ Go north of where you fought Great Moblin for BowWow and you'll see two Moblins by some rocks. Defeat the former and lift the latter. Now go right a screen to see a ladder. Take it up and you'll find the Owl. Here on Mt. Tamaranch sleeps the Wind Fish in its egg. Right now, it's not important too us, but we might as well get that Owl run-in out of the way. Now that we have that established, let's return to Mabe Village (I know, I'm so annoying). Our next destination is actually quite close to the village. East of the shop is the entrance to Ukuku Prairie. Lift the rock in the way and go east once more (jump into the hole, too. The effect isn't obvious at first, but it'll pay off later). If you went north instead of east, you could find a cave with a chest with 50 rupees inside (push the blocks, obviously). Now, east like I said, go east again. Follow the path north and bomb the wall to the left to form a cave. Enter if you want, but there's nothing we can do as of now. Go right and you'll see a wall to the north that can be bombed. Doing so reveals a Great Fairy Fountain. Great Fairies (there's one in Mysterious Woods, too) heal all your wounds. In this game, they appear as they did in the first Zelda game, The Legend of Zelda. Go south of there to see a huge skull blocking your way. Bomb it and it crumbles. Follow the path to the right. Defeat the winged Octoroks here and go south. Follow this path south around a huge garden until you reach a house, Richard's Villa to be precise. +-------------------------+ | Richard's Request | +-------------------------+ Richard, an avid amphibian-collector, is the prince of ancient Koholint Island, back when a king ruled it (that is, he has no power today, but he does still own a castle). His servants went berserk and he fled to this dump. He knows that you want the key to Ukuku Prairie. He left behind a Golden Leaf in his castle. Actually, there are five. Agree to help him and he'll help you. If you own a Shovel, which you should, you're ready to roll. Go back up to where I first told you to go south until you reach Richard's Villa. Instead of going south, go north. Follow the path to the gates of Kanalet Castle, the oldest standing structure on all of Koholint Island. It's locked right now, so let's go right twice to see a monkey. Kiki here can be traded for the Bananas that we got from the alligator named Sale earlier. For doing this, a gang of monkeys pop out of nowhere and build a bridge leading north. Go forward to find the Stick, a left over part from the construction of the bridge. It will be our next trade item, but for now let's go north. Follow the path until you see a telephone booth. Go left from it to see a bush. Slash it to reveal a staircase and take it down. Go left using Roc's Cape. When you emerge on the other side, go left and around the castle grounds to enter Kanalet Castle. +-------------------------------------------+ | The Golden Leaves of Kanalet Castle | +-------------------------------------------+ As you already saw, some enemies called Kanalet Soldiers are roaming the castle with ready swords. Inside, go left. Here, you'll see two Gels and two Kanalet Soldiers. Also, there's an enemy present called a Bubble. It bounces around the room and will hurt you if it makes contact. Defeat all the other enemies and a Gold Leaf falls down (I don't know what to call them!), even though everyone refers to them as Golden Leaves. Pick it up and go north. Defeat the spearman and the swordsman and then go right a screen. Press the switch and the gate to the castle opens, allowing easy access. Now take the ladder north and follow it left to a staircase. At the top, go down into the pit. See the two outlines of soldiers? Bomb the wall there and they'll pop out. Kill them both and the second drops a Gold Leaf. That makes two. Now take the ladder back up and go right. Go south and then left to find an exit to the roof. Take it and then go through the large door to the right to reenter it. Lift the pots for bombs and hearts, but save one at the end. Toss it at the door to force it open and then go north. It's a Ball & Chain Soldier, the most elite of the knights of Kanalet Castle. To make it cake, shoot it twice with the Bow. It drops the third Gold Leaf. Now exit the castle to be back on the grounds outside. Two more of those leaves are hidden out here. First, go right of here to see six holes in the ground. Kind of like Whack-A-Mole, a Kanalet Soldier will pop out randomly and throw a bomb at you. Slash it if you can manage to and it will eventually kick the bucket, giving you the fourth Gold Leaf of course! Go to the left (the castle is symmetric in layout, and it is the exact opposite of where you are) to see a bird sitting on a tree. This enemy, called a Crow, sits there and does nothing. To rouse it, throw a rock at it and it'll come flying at you. Slash it twice and it dies, leaving the fifth and final Gold Leaf behind. Huzzah! Let's return to Richard now. After a bit of French, Richard moves to let you push a box beside him. Do so and take the stairs you find down. Take the northwest path and push the block. Jump over the gap and open the chest for the fifth Secret Seashell. With it, go to the northeast to a new level of the cave. Go left and take the ladder down. Now exit the cave. Your goal is to south, then east, then north and left to that owl statue. This is made difficult as most of the bushes have holes under them. When you reach the owl, hear what it has to say. Dig in front of it for the Slime Key. Perfect. +----------------------------+ | Unlocking Key Cavern | +----------------------------+ Return to Richard's Villa and exit it. Go left of it and follow the path to a keyhole. Use the Slime Key there to open the dungeon. To enter it, go back to Richard's Villa and go right of it until you see water to the left. Step on the leftmost path and follow it down until you see an island to the left. Jump to it with Roc's Feather and jump across these islands to land. Climb the ladder up to an elevated platform, on which is some grass. Dig in the center of it for the sixth Secret Seashell. Now take the ladder back down to go west and into the third dungeon. +------------------+ | Key Cavern | +------------------+ Step forward and the door slams shut. How rude! Throw a pot at it with the Power Bracelet and proceed north. Two enemies in here similar to Bob-ombs from the Mario series are called Bombites. Slash them with your sword and they will ricochet around the room before exploding. Defeat the Stalfos Knight, too, and the Gel to make a chest appear. Open it for a Small Key. Go north through the right door. Defeat the four Zols that pop up and open the chest. It is a dud, as you'll see when a Zol comes out to attack you. Defeat it and go north. Here, you'll encounter two Stalfos. Defeat them and go north. Take the stairs down to a lower floor, a B1 of sorts. There are four locked doors, one in each cardinal direction. Go through the southern door using your only Small Key. In here, you'll see an enemy that warps around the room and shoots spells at you. I don't know the name, but boy does it look stupid. Defeat the enemies in here, including the Zols hiding in the floor, and a Small Key falls down. Take it and go north. This time, go right. Take the stairs in here up a floor and walk around the room to lure all the Zols out. Defeat them and a Small Key drops down. Take it and go north. Go left and you'll see a Zol surrounded by four Gels. Defeat them all to open the doors. Go north. ------------------------- Mini-Boss: Dodongo Snakes ------------------------- They've made the Dodongos into snakes. You need at least six bombs to beat them, so come prepared. If you're short, go south and then east. Here, lift the corner pot to find bombs. Go south, take the stairs down and then back up, go north, and the pot will have a new bomb under it. Repeat this until you have enough bombs (more is recommended) to fight these beasts. Originally, Dodongos were dinosaur-like creatures that ate bombs and were vulnerable to them. In this game, the snakes are the same way. Place a bomb directly in front of their gaping mouths and they'll swallow a bomb. After three explosions rock their tummy, they explode. Each releases a separate Fairy and beating both makes a portal appear. They really need to up the difficulty on these mini-bosses. ------------------------- Go south and then left. Why did we beat the Dodongo Snakes? To open the portal of course! In here you'll find two enemies. Defeat it, as well as the Zols, to make a Small Key fall down to you. Now go north through the flipping panel. Defeat the Zols in here to make a chest appear to the right. We'll get it later. Now go north. Use the Bombite to kill the Stalfos Knight and then lift the pots to jump for a bomb. Take the stairs leading south to find a chest containing 50 rupees. Go back north and follow the path right. You cannot access them, but it is a preview of the next rooms. Go back left and follow the path south to a block. Push it down and then go right a screen. Go north and then east. Defeat the Stalfos Knights and go north. In here is a new type of Bombite. Slash them and they start following you. After three seconds or so, they explode. When all are defeated, go left. Open the chest here for the Compass! Defeat the other enemies and bomb the wall to the left. Go through and take out the Bombites. Beating them all makes a Small Key fall down. Go right twice and head south. Go left, south, and left. Unlock the three blocks to the north. Now we can go on no further. Go down and go left to a door. Take it and you'll be back in the Dodongo Snakes room. We could've gotten this much earlier, but I didn't feel like it (what can I say?). Go right and push the lower block in the pair left and the one above it forward. Open the chest for the Pegasus Boots, this dungeon's prize! With the Pegasus Boots, you can dash quickly. Ramming into certain objects destroys them. Try it on the crystals to the south. Push the block to the right aside and go south, north, and then right. Once there, beat the Stalfos Knights and bomb the south wall that the arrow points to. Here, defeat the Stalfos Knight and equip Roc's Feather and the Pegasus Boots. When dashing, jump to go even further than normal. Use this move to go right over the pit. Go north and repeat it to open the chest. It contains the Nightmare's Key. Now that we've plundered all the treasures in the area and have wasted all our Small Keys (technically, we didn't waste them, but we're out), let's restock earlier in the dungeon. Use the mini-boss portal to return to the start of the dungeon. Starting by going right. The eye here is repelling you with wind. When it stops, dash to the right past it. You can slash it to kill it. Open the chest for a Small Key. That's all we need, but we'll be opening some other chests while we're in the dungeon. Go back left and throw a pot at the door to go north. Go to the northwest and charge the crystals ahead of you. Go north and follow this path, killing the Gel as you go. At the end, turn right and go down. Defeat the Stalfos in the room that the Gel was in to make a chest appear. Open it for 200 rupees (nice!). Now that we have it, go north and take the stairs down. This time, lets use our Small Key to go left. Defeat the enemies here for another Small Key. Now go north. Defeat the Stalfos Knight and the Stalfos for a Small Key. Now hit the crystal switch and go south. Take the stairs up. To the left you'll find the Stone Fragment/Stone Beak, depending on what version you're playing. Now go south twice to a room with Zols. Slash them and go right. Follow the path right and open the chest for the Dungeon Map. Now that we have opened all the chests, go left and south to the starting room. Warp using the portal and go south. To the right is a path leading north. Follow it, unlocking all blocks you may or may not have before, to a set of stairs. In here is a Thwomp, another Mario enemy, against a 2D background. Get onto the same level s it by using the ladder and dash into the Thwomp using the Pegasus Boots. Now go right. Here, use the Roc's Feather/Pegasus Boots combination to cross the spike bed to a ladder. When the Piranha Plant is down, go right over the pipe and take the ladder down. In here, dash across the room to defeat the enemies. Also, jump for the recovery heart if you need it. Go left to a room filled with Keese and conveyor belts. Defeat the former to make a Small Key fall down to us, not that it's very useful to us now. Go north into the Nightmare's Lair. +------------------------+ | Boss: Slime Eyes | +------------------------+ After taunting you like a two-year old, the boss starts dropping Zols down on you. To lure it out, dash into the north wall with the Pegasus Boots. A huge eye falls down from the ceiling. Quickly run in front of it and slash the pupil. Slowly, it starts to divide into two eye, hence the "eyes." When they are as divided as they'll ever be, charge through the center with the Pegasus Boots. This divides the monster into two separate entities. Slash both, but focus on one at first. They will repeatedly jump and fall down, stunning you momentarily. Defeating one will make the task of beating the boss twice as easy. Keep slashing, not necessarily the pupils, and they die in an explosion (what else?). Pick up the Heart Container they leave behind and go north. Take the third instrument, the Sea Lily's Bell! Its chimes play the same song as before, warping you back to the starting point. The instrument seems to whisper waterfall... ======================================================================= ===========================Angler's Tunnel*============================ ======================================================================= +-------------------------+ | To Animal Village | +-------------------------+ Go right and hop to the island. And then comes the Owl. Mostly, he echoes what we heard earlier and tells us to go to Yarna Desert. Go right across the islands and then go north. Go north and then right. Now go north twice and then east. Now go south twice. Go down in that maze the Moblins are in and lift the rock for the seventh Secret Seashell. Go back north and then right. Here, slash the bush to make a staircase appear. Take it down and go right. Make sure stay in the shallows. Here, dash through the crystals to take the stairs up. Go south twice and go right using the lower path to enter the Animal Village. Go south and then right. Go down into the water. Here, you'll see a portal similar to the one near the beginning of Ukuku Prairie. You can now warp to the village quickly without having to go through all that effort. Reenter Animal Village and go left in it. Go south twice and then head east. A large walrus is blocking the way to Yarna Desert. Take the portal back to Ukuku Prairie and go left into Mabe Village. You'll find Marin north of her house (you started the game there). +-------------------+ | The Ocarina | +-------------------+ Talk to her and she'll sing a song - the Ballad of the Wind Fish. It sure would be nice if we could play it on some instrument... Go right and then north. See the house? Lift the rocks in front of it and enter. Sleep here and you will have a vivid dream. It is what this house is famous for. The monsters inside are almost invincible. However, they are very weak in essence. Dash through them with the Pegasus Boots to beat them. Follow the path to a set of stairs. Take both up here to find a chest containing 100 rupees. Now go down and look to the left to see a crystal. Dash through it and take the stairs north. Open this chest for the Ocarina. This is the first Zelda game to use the Ocarina as an instrument, but it's definitely not the last. The next game in the series is Ocarina of Time, by far the most famous of any Zelda game. Now dash right out of this creepy place. Go to Marin and get her to start singing by talking to her. Make beautiful music with her and say that it sticks in your mind. You learned the Balled of the Wind Fish! +---------------------+ | The Tag-Along | +---------------------+ Go to the portal in Ukuku Prairie and go right. Go north and then right to see Tarin. He is looking at something that might've caught your eye earlier - a beehive. Talk to Tarin and he'll borrow your Stick we got from Kiki earlier. With it, Tarin hits the hive and they all start chasing him. Ha! This game is better than I thought. Lift the Honeycomb that fell. Surly someone wants it somewhere. Yes, that's true. Go to the warp portal near Mabe Village and warp to Animal Village. Go right and north to a house. Inside is Chef Bear, a cook out of ingredients. If you let him have the Honeycomb, he'll give you a Pineapple. He also suggests that we take Marin to wake it up. Go over and talk to the walrus. Sound asleep. Now warp to Mabe Village and go left twice to where Marin usually is. However, Marin is not there. The boy here says that she went to the ocean. Go south to Toronbo Shores. Go down until you can see the sea and then go right until you find her. The Leevers, Octoroks, and Sea Urchins are cake for you now. When you go as far right as you can, go north, east (while in this screen, lift the rocks to take the content of a chest here, 50 rupees), and south. Go south and talk to her. Sitting on a log together, they stare out at the sea with seagulls above. Honestly, there has never been a moment like this in a Zelda game, let alone Nintendo. I, err, my "friend," was so crying when I, I mean, he, saw this. After making religious reference to the Wind Fish, she asks if you're listening. Say yes and she says something. I hate it when this happens in Zelda games (especially Ruto in Ocarina of Time...). Well, Marin is now going to follow you. You got Marin! What do they mean by "is this your big chance?" Before you go to Yarna Desert, there are a few things you need to do with Marin. I recommend doing the following (very funny): the Trendy Game (Marin wants to play with your money), dig holes, fall in the with the Piece of Heart, throw a pot, check chests in houses, play the Ocarina, and attack Cuccos over and over. When you're done having fun, let's move on. +--------------------+ | Yarna Desert | +--------------------+ Northeast of that portal to Animal Village is a cave we blew up earlier (before Key Cavern). Enter it and equip the Pegasus Boots. Dash through the line of crystals while avoiding the Spark to go north. Here, go south. Crush the crystal, push the block aside, and open the chest for 50 rupees. Now exit the cave and go to that portal. Take it to Animal Village. Go back to where that walrus was and unleash Marin. When the walrus wakes up, it rolls over into the water. A bunny then comes to take Marin back to Animal Village to entertain the masses. So long! She was holding us back, anyways. Go right into the desert. If you explore, you'll find Pokeys (Mario reference #... I lost count) and Leevers. If you go north from the start several times, though, you'll find a monster. It's the Lanmola! It's a classic Zelda enemy. Attack the head and it will eventually die, making for a very easy battle. Just make sure the quicksand doesn't take you in. If it does, go right, take the stairs up, and go west back to the boss. When it explodes, take the Angler Key. Afterward, be sucked in by the quicksand and go right. Take the stairs and then go south along the right wall. At the end, lift the rocks to find the eighth Secret Seashell. Go south of the quicksand along the left wall and the Owl swoops down to hoot at you. He says that the next dungeon is in the mountain waterfall. Great... Return to Mabe Village, restock, and get ready for the worst dungeon yet. +-----------------------+ | Tal Tal Heights | +-----------------------+ Go north into Mysterious Woods and exit it to the east. Jump over the pits to the north to be by the Moblins' Hideout. Go north, beat the baddies, and then lift the rocks. Head right along the north path. Eventually you'll reach two Moblins by a rock. Defeat the former and lift the latter. Now go right. Take the ladder down and then go north. Watch the water. You'll see a cave one space to the right. Here, there are two new enemies called Tektites. Simply slash them to defeat them. Right again and you'll see a keyhole before a waterfall. Unlock it and the water ahead of you drains to form the entrance to Angler's Tunnel. Go right again to see a warp portal (go through the cycle). Now we can warp to this area easily using the Animal Village/Ukuku Prairie warp. Now go left continuously until you see stairs leading up (they're right of the stairs leading to the Wind Fish's egg). Take them up once and then enter the cave. Defeat the Hardhat Beetle and go right. Here, jump over the top pit with Roc's Feather and quickly run to the right, slash the crystals, and stand there. Defeat the Zol that hops toward you and then quickly rush in and push the uppermost block right. Push the lower block right and then the one below it down. Now take the stairs. Go right and take the stairs up. Go right again, go south using the cave door, and open the chest for 50 rupees. Reenter the cave and dash through the crystals to the right. Dash again and exit the cave. Here, go right until you're positioned on the map above Angler's Tunnel. When you are, jump off the mountain and down in front of the dungeon. Enter it if you dare... +-----------------------+ | Angler's Tunnel | +-----------------------+ Go north into a room with two Spiked Beetles and Gels. Use the shield to flip the former and then slash them. As for the Gels, you know what to do. Go right and defeat the enemies. Open the chest for a Compass and then go south. Defeat the aquatic enemies present here with a sword slash and the door will open. Now slash the crystals to make a path to the chest, which contains a Small Key. Go north and then left. Here, take the stairs up and go north. Go right and follow the path to eventually take a ladder down. Run toward the hole with the Pegasus Boots and leap over the gap using Roc's Feather. Now go right. Defeat enemies as they threaten you and then bomb the cracked block to the right. Push the block to the right and open the chest for a Small Key. Now go north. The enemies here are called Peahats. Like the first Zelda game, they are only vulnerable when they are still, that is, not moving. Defeating them does nothing for you anyways, so go north. Ahead of you is a cracked block. Bomb it and open the chest for a Small Key. Now that we're armed with three, backtrack to the room north of the room that held the Compass (which is northeast of the first room). Go right using one of your Small Keys. In here, jump over the water and enemies to go north through the locked door. Go north from here to that intersection room we made a leap of faith in earlier. This time, dash forward and jump o'er the pit to go north. Unlock the key block here and push the block forth. Defeat the Stalfos Knight and kill the Star, a brand new enemy that bounces around the room. Go left a room. Defeat the Zols and resulting Gels. A Small Key falls down... right into the hole. I hate it when that happens. Go south twice and use Roc's Feather to jump the water gaps. Just avoid the Peahat and jump left to go west a room. You have no choice but to go left, so do so. Go north and you'll see two Stalfos Knights and two Zols. What? You see only one? Well, open the chest and you'll find the second. Go north and then go right. Here, you'll find a chest. Open it for a Small Key, but be sure to avoid the Spark and fireballs. When you have it, go left, then south. This time, go left. Return to the room with the locked door, which is the one that the Small Key fell into a hole in. Unlock the door there and go north. ------------------- Mini-Boss: Cue Ball ------------------- This boss is pretty darn easy. The back of its head is the vulnerable part. Yes, this boss acts much like Big Octo in Ocarina of Time. That is, it dashes around the room to hurt you. Pull out the Pegasus Boots and dash around the room until you get behind it. When you have the sword out when dashing, you automatically perform a Dash Attack. Seven such hits in the back of the head will defeat Cue Ball, leaving behind a Fairy and a portal. ------------------- Go north and pull out the Power Bracelet. Pull the lever back and the blocks blocking the left exit repel. When the Spark is out of the way, make a run for the western exit. In this new room, climb the stairs and open the chest for this dungeon's prize... the Flippers! We can finally swim in water now. With it, go south and defeat the Zols to open the door. Now go down a room. In here are two new enemies of the same card. Called Iron Masks, they are invulnerable to frontal attacks. Slash their behinds twice to finish them. Regardless, go south. Go here and walk down to the water and swim right a screen to the fallen key room. Go right a screen and take the stairs down. Jump across the platforms and go left. Here, the Small Key falls into the water. Swim down to it and take your reward. Surface and go left, then south. Swim to the left and in this screen, swim to the chest containing 50 rupees. Go south and then head left. Go north twice from here. The tiles here must be stepped on in the correct order. Step on the center, the upper-right, the lower-right, the lower-left, and then the upper-left tile. Lo and behold! A staircase forms. Take it down to a 2D screen. Walk left so that the Thwomp starts to fall, then pull back. As it rises, go left to a new room. Repeat this process here to go left. Step forward so that the Thwomp falls and then jump to the ladder, then to the right onto the Thwomp's top. Jump left and take the ladder up. Go south from here to find the Nightmare's Key in a chest. If we wanted to, we could go fight the boss. However, I always get, at least, the Dungeon Map and other accessories. From the starting room, go forward and take the ladder up. Head right and you'll soon reach a ladder leading down to the Stone Beak/Fragment. Go north of that room using the path you opened the locked door to reach a room with another chest. Swim to the left and open it for 50 rupees. Go left a screen and then go north continuously until you reach the chest with the Dungeon Map in it. Now that we've opened every chest, let's go fight the boss. From the start, warp to Cue Ball's room. Go south three times and then swim west twice. Go north and then left. Here, it would seem that we reached a dead-end. However, it's certainly not. Jump diagonally to the left and then go north into the Nightmare's Lair. +-------------------------+ | Boss: Angler Fish | +-------------------------+ It would seem that you could go north into the instrument room. However, you can't! The door slams shut and a staircase is sitting in the middle of the floor. Take it down to a 2D room. Yes, we fight this boss, Angler Fish, in a 2D screen. It reminds me of Adventure of Link, in which the entire game was 2D. Quite possibly, this is the easiest boss in the game. Very slowly, miniature monsters appear called Cheep Cheeps, Mario enemies. However, the monster is very weak. Slash its face beneath the light fixture quickly and furiously and it will die in about ten seconds. Take the Heart Container that sinks (they're denser than water) and swim up to the ladder. Take it up and go north to find the Sea Harp. We're already halfway done in terms of collecting the Instruments of the Sirens. After playing that mysterious song, you warp to the entrance of Angler's Tunnel. It speaks of the bay... ======================================================================= ============================Catfish's Maw*============================= ======================================================================= +---------------------+ | Manbo's Mambo | +---------------------+ Get in the water and swim left a screen from the entrance to Angler's Tunnel. Enter the cave here. It's Angler's brother! No, but seriously, swim to it and it starts to talk. It is Manbo, child of the Sun Fish. See, they have fish for everything on this island. Tell him that you have an Ocarina, which you should, and he'll teach you his song. It is called Manbo's Mambo, and it is your second song. And it sounds pretty good, too. Now go right until you see a cave above the water. Enter it and you'll be in a large empty room. Press B to dive and wander around the water floor until you find a Piece of Heart. Swim back left and take the stairs near the entrance to Angler's Tunnel. When you take them, go right to a stone. Push it in and jump over the block here. Take the stairs up and behold! You're on the surface. Play Manbo's Mambo and you'll reappear in a strange pool of water. To the north is Crazy Tracy's shop. She will sell potions that revive you when you die. Yes, they replaced Fairies with this. Also, a strange apparition should be following you by now. +-----------------+ | The Ghost | +-----------------+ Lift the rock to the left of Crazy Tracy's, and then go left again. Go through all of Mysterious Woods and Mabe Village to Toronbo Shores. You know where you met Marin? It is the most southeastern space in the place. Go north from there and lift the rock to the right. Go east a screen and then go south. Here, there's a house. When you approach it, the ghost demands that you enter. Thanks for leading the spirit back to its house. After checking it out, the ghost demands to be taken to the cemetery. How much nostalgia can it stand, really? Use Manbo's Mambo to warp to the pool in front of Crazy Tracy's Health Spa and then go right. Lift the rock. Welcome to Tabahl Wasteland. South of it is the cemetery. Go south, go left, and then go south. That's the Witch's Hut to your left. Jump over the hole and go left. Lift the rock and go down. Avoid the monsters here and go south. Go left and then north to a lone gravestone. The ghost tells you to look in a jar in its home before leaving. Then the Owl swoops down to deliver another well-planned, ultra-boring speech. After hooting you off, he leaves. Phew! +---------------------+ | The L-2 Sword | +---------------------+ Go to the ghost's house and lift the pots in the corner for a Secret Seashell. You did all that for that? Well, that's a very good reward. We need twenty Secret Seashells to reap their rewards, and that leaves us with eleven more to get. The Flippers make this possible. However, if you haven't been following my guide, I will just re-list the Secret Seashells we've gotten now. 1) East of Marin's house in Mabe Village is a screen with many bushes. Slash them and a Secret Seashell will pop out. 2) In Mabe Village, dig in the dog house by Madam MeowMeow's house for a Secret Seashell. 3) In Mysterious Woods, when you enter, go north. Now go right. Lift the rock here with the Power Bracelet to open a chest containing a Secret Seashell. 4) In Tail Cave, go north and then west to a room where you can blow up the wall, revealing a room with a chest containing a Secret Seashell. 5) In the basement of Richard's Villa, take the northwest passage and jump over a hole to open a chest holding a Secret Seashell of all things. 6) Go right one screen from the entrance to Key Cavern and climb the ladder here. Go left and dig in the center of the grass for a Secret Seashell. 7) You know the staircase we used to go to Animal Village the first time? Go left of it and then south. Lift the rock in here for a Secret Seashell. 8) There's a cave in the northeast part of Yarna Desert. Hug the right wall and go south to eventually find two rocks, under one of which is a Secret Seashell. 9) After leading the ghost back to its grave, you can check in its house under some jars for a Secret Seashell. That's as far as we've gotten right now. However, we can continue on this quest by collecting eleven more with little difficulty. It just takes a bit of traveling. 10) West of Tail Cave is a lone tree. Dash into it with the Pegasus Boots for a Secret Seashell. Dash into it from the right. 11) Go to the gates of Kanalet Castle and stop. Go right twice to where you met Kiki and then go south. Go south again, then left, and then north. This is the Seashell Mansion, where you go to redeem your Secret Seashells. If you have exactly ten, pass through the bars and you'll get a Secret Seashell in return. 12) East of Seashell Mansion described in # 11 are several bushes. Under the northeast corner hedge is a Secret Seashell. 13) Swim south of where you got # 12 and jump over the ledge. Enter the water via water and swim down the southern stream to reach two ladders. Take the southern one and head south from there. Enter the water and swim left twice to reach a ladder. Take it and go south (on land) and then east. Slash the bush here for a Secret Seashell. 14) Go left of where you got # 13 and then go south. Here, enter the water and swim to the island, which has a Secret Seashell hidden under the bush on it. 15) In Ukuku Prairie, there's an island one screen northeast of the entrance to Key Cavern. Slash the bush here from the north end of the island and a Secret Seashell flies south, just barely remaining on the island. Get it. 16) This is also in Ukuku Prairie. Two screens east of where you heard the Owl speak to you after Key Cavern (you cannot go east directly; you'll have to go east, north, east, north, north, east, and south twice). This is the same screen that we got Secret Seashell # 7. Here, go west via the southern path and enter the cave. Go west a screen in this cave and bomb the western pocket. Go left and jump to the staircase. Take it up and go left. Here, defeat any Zols you encounter and push the block to the left by the hole into the hole. Jump over the hole and go left once. Now go down and around that path to go right again. Here, do you see the stone you pushed originally? Look directly south of it two stones. Push this stone over and the one above where it was north. Now exit the cave. Go north once to see an owl statue. Talk to it and it says something about nigh secrets. As always, this means that you must dig around it for a Secret Seashell. Whoa! That was a long, but easy and cleverly hidden, shell. 17) Go to the Witch's Hut. One screen west of it is a rock. Lift it and take the ladder down to the living dead zone. Slash the bush here and dig where it was for a Secret Seashell. 18) When you enter Ukuku Prairie from Mabe Village, go south once to find a telephone booth. Dash into the tree right of it and a Secret Seashell flies forth. 19) You know where the Wind Fish's egg is, right? Go there and then go south twice. You should now be in Tal Tal Heights. Go right and take this ladder up. Go through the cave here to end up outside, as if we were going to Angler's Tunnel for the first time. Go as far east as you can and you'll end up at a pool of water. Swim right in it and go right a screen to a cave. Enter it and you'll see lots of shallow water, but one spot is dry. Bomb the wall touching there and go north. Take the stairs up and go south. Open the chests here if want (you can get 80 at most), but go south afterward. Here, go south, defeat the Tektite, and open the chest for a Secret Seashell. 20) In the above shell, we went to a part of Tal Tal Mountain Range that had Flippers-required water, right? Go there and take the ladder north. From here, go west twice, north once, and then east twice to three rocks. Lift the corner one for a Secret Shell. Although there are 26 Secret Seashells, you only need to collect twenty. There is no reward for getting all 26, and it is quite possible to make it impossible for you to get a few of them (hence, there are 26). Go to Seashell Mansion when you have all twenty and pass through the bars. The bar fills and the spirit of Seashell Mansion makes lightning forge a blade. Take it for the L-2 Sword! It is far superior to your horrible Wooden Sword. It is twice as strong and is capable of defeating most enemies in one swipe. Also, if you're health is full, you can make a sword beam fly from your blade as a projectile. Neat-o! +----------------------+ | Into the Jowls | +----------------------+ Now that we have the new sword, we're ready to continue our adventure by heading into Catfish's Maw. With the Flippers secure in our possession, we can enter it quite easily. In fact, you've already seen the entrance if you used my guide to get the L-2 Sword. By the way, if you decided not to steal the Bow from the shop in Mabe Village, you should have just enough to make the purchase about now (I think losing one life was worth having it three dungeons early). From the House By the Bay (the home of the ghost you led back to the cemetery), go right to a gap. Jump it using Roc's Feather and the Pegasus Boots, then go north. Go right and then north again. Here, get in the water and swim right. Here is the entrance to the dungeon. However, there's the small matter of getting in. After all, the place is surrounded by rocks. If you dive along the sides, you'll eventually come to a 2D screen (it's the small pocket on the left side). Swim right and surface to be within the ring of rock. Now enter Level 5. +---------------------+ | Catfish's Maw | +---------------------+ This dungeon's prize is quite useful. It will let us do a few things we couldn't earlier. Go left a room and you'll see a Spark, an Iron Mask, and a Zol. Skip over all of these to go left again. You'll find another Iron Mask here among the Keese. Defeat every enemy to open the door to the left and then take it. Obviously, open the chest for the Compass. It is undoubtedly my favorite dungeon item, and I am happy. With it, take the stairs in this room. Use the chained platform, which act as balances, to cross the gap and go left. Repeat this process on a larger scale to the left and then take the ladder up. As the tone will tell you, there's a key in these parts. Defeat the Stalfos and then slash the crystals away. When this is accomplished, push the blocks together so that they form a box. A Small Key falls down to you. Take it and go left. There's nothing in this room at first glance, and there's nothing in it at second glance either. So, play Manbo's Mambo. Rather than appearing outside Crazy Tracy's, you appear at the beginning of the dungeon. Go left twice and head through the north door using your Small Key. Defeat the enemies if you'd like and go left a room. Here, stand still when you enter to avoid the blades of two razor traps. Step forward as they retract and defeat the two Iron Masks by attacking their unshielded rears. Go left from there to a new room. Defeat both Iron Masks in this room and a chest appears. Open it for the Stone Slab/Beak, differing based on which version you're playing. Make sure to jump for the bombs and return right. Go right again and head north. Defeat the Stalfos here and the door opens. Take it. In a somewhat mini-boss-like battle, you must fight Master Stalfos. He's one resilient fighter. You'll face him a total of five times in this dungeon. He looks intimidating at first glance, but they behave just like Skeleton Knights do in A Link to the Past. Slash his vulnerable side and it'll collapse. Bomb its remains quickly before it springs back to life to do damage. Three hits like that and he runs away. If only Link could jump like that... Go right and open the chest. Up, nothing... only a note stating that Master Stalfos took the contents of the chest. Go north to a room with blocks in the shape of an X. Yes, this dungeon is a lot like Ice Palace from A Link to the Past, both in Skeleton Knights and this room. Push the block forward and go left, then return right. Push the block aside and go north. Return south, press the switch, and push the block down to go right one room to your old friend, Master Stalfos. This guy's a grade "A" coward. He's afraid of you - a guy a fraction of his age (Link is a kid in this game) with explosives. Beat him like last time. This time, though, he's weakened; he takes two hits. Go left out of this room afterward and go north. Defeat the dual Stalfos Knights and a Star. Go north from there and go left. In here, defeat the Zols (stand near the edge to make one to the southwest appear) and go north. It's our third encounter with Master Stalfos, your best pal. You know the drill. He still takes only two hits. Go left after hand- delivering a whooping to him and you'll find a room with a chest. Lift the pots and defeat the Stalfos. Open the chest for the Dungeon Map. Sweet deal! Now play Manbo's Mambo to reappear at the beginning of the dungeon. Remember the room where we got the first Small Key? Go there and go left. This time, he's not the official mini-boss. This time, though, he's determined. He takes three hits, unlike his previous two battles. Although you already know, I'll cover it here. Slash his vulnerable side, which depends on the way he's facing. He will collapse into a pile of bone. Bomb it and he takes a hit. After dying, Master Stalfos leaves behind the dungeon's prize... the Hook Shot! With its retracting hook, you can grapple to different objects. It's the height of Hylian technology. Normally, this item is spelled "Hookshot," and I will refer to it as such throughout the rest of the guide. Now play Manbo's Mambo to return to the start of the dungeon. It's so useful! We're going to sweep through the dungeon, collecting all of the Hookshot-related prizes within. Go left from the start twice. Go right on the upper path and then Hookshot to the chest. Open it for 200 rupees. Hookshot to the block to the left and go left again. Go north, left, and north. Go left from here to a room filled with pits. Hop across them using Roc's Cape (or Hookshot to the block) and go left. Hookshot to the chest to your left and open it for a Small Key. Take note of the Iron Masks. With the Hookshot, you can kill them from the side with the greatest of ease. Or, you can pull off their masks from the front and then slash them like a weak Zol. Go right afterward and Hookshot right over the gaps. See that rolled bridge? Hookshot it to drag it toward you on the rebound, forming a path over the gap. Walk across and go left using your Small Key. ----------------- Mini-Boss: Gohmas ----------------- You need the arrows (or the Hookshot or sword) to best these beasts. Gohma used to be a boss in the first Zelda. You wouldn't know it, though, because it's so easy. I suggest that you use the Hookshot and shield. The shield can block their fireballs, and your newest item can hurt them. The Gohmas only attack one at a time; you must be in their range to be attacked. Remember, you can use the Hookshot many times when the eye is open because it's so fast. Take the hearts from beating them and a portal appears. Personally, I liked Master Stalfos much better as a sub boss than any Gohma any day. ----------------- We will return there later. For now, go east through the lower door and head south through the first exit. Go south again and head east. Take a north here and defeat the Stalfos. Try it; the Hookshot can beat each in one shot. Go right from here and go north to the X room. Push the block forward, go left, go right, push the block over, and go north. Here, jump to the right space and Hookshot to the treasure chest north of you. It contains 50 rupees. Go right and Hookshot to the block. Go down and open the chest for a Small Key. Hookshot back and go left. Now head north. Pull the bridge to you and cross it to a chest holding 50 rupees. Grapple to the block to the left and go south two screens to the X room. Push the block down and go left. Go north and get in the water. Dive in the center to enter a 2D screen. Swim left and jump up to a ladder. You can tell that this room was meant to be secret. It's not on the map or the Compass. Grapple to the bridge south of here and cross the path to a chest. Open the chest for this dungeon's Nightmare's Key. 111 Now play Manbo's Mambo. Take the portal here to the mini-boss room and go right through the upper door. Take the stairs down to a 2D screen. Climb down the ladder and jump left with Roc's Feather. Hookshot to the Bowser head here (another Mario cameo! Sheesh!) and go left to the ladder. When you emerge, unlock the key block. Go left using the Hookshot and go north into the Nightmare's Lair. +-----------------------+ | Boss: Slime Eel | +-----------------------+ It's a ssssnake. I wonder how the game's text writers were paid... In fact, this is the first boss to acknowledge the Wind Fish's existence. First, the tail of Slime Eel breaks through the floor. Then its head breaks through the wall. Let's get ready to rumble. Stand on one side of the room, either one, facing the tail. If the head pops out on either of the closer holes, Hookshot it and attack its second segment, the vulnerable one (you can even see its Heart Container). After nine slashes, it speaks. It says that we must not know what kind of island this is... After calling you a fool, it leaves a Heart Container behind. Slime Eel was wiser than most of these idiot bosses. What did he know that we didn't? Regardless, go north and take the Wind Marimba. It plays the song of the Wind Fish and takes you outside the dungeon. It speaks of the shrine... ======================================================================= =============================Face Shrine*============================== ======================================================================= +----------------------------------------------------+ | The Secret of Koholint Island - The Face Key | +----------------------------------------------------+ Exit the circle of rocks by diving to the left. Now swim east and take the ladder up. Follow the path north and go east. Go north, following the path, and you'll officially enter a part of the map called Face Shrine. Pretty soon, the Owl swoops down in an attempt to force you to dislocate your jaw by yawning. Ahead are ruins, to the south and to the north. The southern ruins speak of the Wind Fish. I don't know what that was all about, but let's go south. Go right and take out the Power Bracelet. Defeat the Red Tektites as you come by them and go right. Go south from here to the ruin areas. On the file select screen, you know that suit of armor in the background? That is an Armos, and they are the enemies that make up this area. Explore the area if you want, just don't touch any Armos (some will spring to life to attack you, at which point you must bomb them to defeat them) unless you need to. Eventually, you'll reach the southwestern-most screen. You'll have to push aside Armos to do this. The best path is south, west twice, north, south around the other side, and then west. Go north of here and enter the shrine, which looks like Eastern Palace from A Link to the Past on the outside. Apparently it is. Go north to find the Armos Knight, which was the boss of Eastern Palace in A Link to the Past (only there were several). In this game, it behaves in much the same way. Activate it and then stand toward the south. The Armos Knight will inch toward you, occasionally making a big jump that stuns you for a second. However, it is very easy. Shoot arrows with your Bow at it nonstop and it will get hit. Every five times, it loses a layer of armor, eventually cracking its armor and then its helmet. Take the Face Key that drops down afterward. With it, you can enter the northern shrine. Now go north. Light the torches with the Magic Powder. Here you'll see an inscription. Read it. It is as follows, and is very important text. "TO THE FINDER... THE ISLE OF KOHOLINT, IS BUT AN ILLUSION... HUMAN, MONSTER, SEA, SKY... A SCENE ON THE LID OF A SLEEPER'S EYE... AWAKE THE DREAMER, AND KOHOLINT WILL VANISH MUCH LIKE A BUBBLE ON A NEEDLE... CAST-AWAY, YOU SHOULD KNOW THE TRUTH!" And to this, Link (or the narrator, I don't know) wonders what it means (kind of stupid, really). Well, this is definitely the strangest Zelda game yet. I finally know what they based the Matrix on... +---------------------------+ | The Northern Shrine | +---------------------------+ Exit and the Owl comes to talk to you. He just tells you to take a chance and see what happens. After all, you might be discouraged from awakening the Wind Fish if you thought you would disappear afterward. While you're in the southern region of the shrine, go to the screen that is two north of the northwest corner of Yarna Desert on the map. In here, you can find a staircase on the left with stairs leading to a chest holding 20 rupees. Go north to the area beneath the two ends of the shrine. Go left of here and pick the rocks up as you make your way to the northwest. Go left of here and you'll see two ladders. If you bomb the north wall here, you'll find a Fairy Fountain. When you've healed, exit and go south into the water. Swim south to the island with the two Armos we saw earlier. Here, defeat the left one to reveal a staircase. Of course, take the stairs down. Swim left and to a new screen. Hookshot over the gap and take the stairs up. Go north on the lower tier of this island to find a lock. Unlock the dungeon here. Actually, the ruins rise from their grave. Go down and head up the ladder this time to enter Level 6. +-------------------+ | Face Shrine | +-------------------+ Oh, you'll just adore this dungeon. Like all dungeons in this game, it's painfully obvious what the prize is. Go left and you'll experience Wizzrobes. These fiendish monsters cast spells to hurt you and are invulnerable to the vast majority of your weapons. If you want to waste bombs, though, go ahead and fight them. If not, go north. Defeat the Mini-Moldorm and go left. Here, you'll see a Mask-Mimic. We haven't seen these losers since Bottle Grotto! Remember how we beat them? Make them move so that you're back-to-back and then finish it with a Spin Attack. That accomplished, make the orange blocks down and go north through either passage. Lift the pots to find a switch under one in the corner. Pressing it makes the door to the left open. When it's open, go south and hit the crystal switch to raise the orange blocks in the room. Then go north through the left opening. To do this, you'll have to leave a bomb by the crystal switch and go past the orange block but not north. When this is done, go north and then left. Head north again and throw a pot at the top door in here. Go through it and go right to find a chest, which contains the Compass. Take it, defeat the Star, and go up the stairs. Hit the crystal switch and follow the elevated path right. At the end, you'll reach an arena of sorts, the foes being two Wizzrobes. To effectively beat them, equip the Hookshot and Bombs. Stun them with the former and then blow them into bits with the latter. When both are defeated, a Small Key falls down to you. Now follow the path back to the Compass chest. Go left. By hitting the crystal switch, you lowered some orange blocks in here, letting you go north. Unfortunately, it slams shut when you approach it. Go south and then right. Open the chest here for the Stone Fragment/Beak. Now that we have it, go left and then south. In this room are three Wizzrobes. Defeat them like last time with the Hookshot and your explosives. Note that you can defeat Wizzrobes with four arrows instead. Doing this makes a chest appear. Open it for the Dungeon Map. Now play Manbo's Mambo and go left at the start. Beat the Wizzrobes and go through the northeast door, you'll reach a chest with 50 rupees. We cannot advance yet on this side of the dungeon, but we did pretty well for ourselves - the Compass, the Stone Fragment/Beak, and the Dungeon Map. So, let's get the dungeon's prize now. From the starting room, go left, north twice, left, and then north. In the room below here, make sure that you go north when the blocks are up in it (leave a bomb by the crystal switch so it explodes before you go north). Here, bomb the wall that the tiles lead to and you'll be in a dark room. Light the torches with two doses of Magic Powder and then defeat each Zol in this room to make a staircase form. Take it down and you'll see a giant flashing object called a Giant Spark. Time your jumps with Roc's Feather correctly to go left safely. After a repeat of that screen, you'll surface. Defeat the Mini-Moldorm present and the dual Wizzrobes to open the door to the north. Take it and open the chest to the left for the Powerful Bracelet! This is the L-2 Power Bracelet, and can lift the elephant statues. Try it by lifting the ones in this room. Remember the 50 rupee chest we got earlier? Go to it and lift the adjacent elephant statue. Go north and open this chest for 100 rupees. Jump for the heart and be proud. Return to the starting room and go right. Here, use Roc's Feather to jump over razor traps and conveyor belts to go right again. In here, the tiles will fly at you. Stand in the northwest corner (this works because Link is left-handed) and face the east wall. Slash your sword rapidly and the tiles will break on it. When all are gone, the door leading north opens. Take it to a locked door. Open it with the Small Key we got earlier and advance. Defeat the Zols and bomb the north wall. ------------------ Mini-Boss: Smasher ------------------ Remember Rolling Bones from Tail Cave? This is his long lost twin. Normally, it is invincible, but this is not so when you have the Powerful Bracelet handy. It's not too tough, but its attacks are quite effective. It throws its ball around the room to hit you. Only the Powerful Bracelet can enable you to lift it. To deal damage to Smasher, throw the ball back at him. It must be made of lead or something. After a few hits, it explodes and you're rewarded with a Fairy and a teleport. ------------------ Go north. If you go north again, you'll be in a never-ending maze comparable to Hebra's Hill from The Legend of Zelda. So, instead of going north, lift the elephant statue to the left to find a staircase. Enter it and immerse yourself in a 2D world. Avoid the Sparks and go left via jumping. Climb the ladders to the top and fall off to the left. Repeat this until you can surface. Much like before, tiles will fly at you. However, this time they leave holes. Stand in the southeast corner and face north. Slash the sword repeatedly and you won't take much damage at all, really. Take the Small Key that falls and use it on the block here. Go north and lift the elephant statue. Toss it at the door to the left and take it to a strange hallway. To open the doors, first discard the pots. Now you must throw these horse-head puppets (Horsehead was a boss in Adventure of Link) so that they land upright. When you can manage to do this, go left. Take the staircase here and take out the Pegasus Boots. See those Thwimps (mini-Thwomps)? Dash under them to avoid being crushed. Repeat this at the next screen and then take the ladder up to a new room. So far, you've seen very few of these enemies - Pols Voices from Bottle Grotto. You can beat them by throwing pots at them, or you can stun them with the Hookshot and then bomb them. Beating them silly makes the doors open to the south and north. Go north, of course. Here, use Roc's Feather in combination with the Powerful Bracelet to dodge the Sparks and head up the path laid out here. Go north afterward to a room with two horse-heads. Use the Hookshot to lower the blocks and open the chest for 200 rupees. This is just as frustrating as normal. You must not only throw the horse- heads upright in the correct order, but you must do it in sequence; you cannot throw one right and miss the other or you'll lose them both. When you get lucky, go south twice. This time, go south once more to see the Dodongo Snakes! Gasp! You thought that we left them in the dust, but it wasn't to be. Like last time, you must plant three bombs in their stomachs, but unlike last time there are holes in the floor. When you've beaten these mighty beasts, the door leading west opens. Take it. Here, jump into the water and go north. You'll find several creatures skimming on water and a chest. Open it for a Small Key, your third in this dungeon. Continue south afterward to reach a room with four Wizzrobes in it. Defeat them to unlock doors leading south and west. Go south and you'll see blocks, hopefully lowered. This is a big if, and you may have to go back to a crystal switch to reset the blocks. If you need to return here, in the room west of the room north of here, throw an elephant statue against the door. If the majority is down, get on the elevated platform to the southwest and hop off the edge to the block. Jump from block to block to get to the southeast corner and follow the path north. Open the chest for Secret Medicine, which revives you when you die. It is the same medicine that Crazy Tracy sells. Return to where you defeated the Dodongo Snakes and went left. Here, Hookshot over the gap and unlock the key block. Go north twice to see a chest. If you try to open it, it will resist you. To open it, chuck a jar at it. Inside is the Nightmare's Key. Before we head over to the boss, let's open the last chest in the dungeon, which happens to be in the corner. From the first room (play Manbo's Mambo) go left, north twice, left, north once (before you go north, use the bomb/crystal switch trick), left, north, right, hit the crystals witch, and then left. Throw an elephant statue at the upper door to force an entry. In here, open the chest for 100 rupees. Take the stairs up to be outside Face Shrine (in Rapid Rides, to be specific). Open the chest if you want 20 rupees, or a Secret Seashell if you haven't gotten the L-2 Sword yet. Now play Manbo's Mambo and warp to Smasher's room with the portal. Go north, lift the left elephant statue, go through this 2D screen, and go south. Welcome to a new room! Walk around the vacuum to make Zols appear, which will subsequently fall down the pit thanks to the vacuum. Go right afterward and you'll see your first Beamos. From A Link to the Past, these creatures are annoying with a capital a- n-n-o-y-i-n-g. As of now, you cannot block nor defeat them; push the block to the right to reach the Wizzrobe. Since its over a gap and fighting is made risky due to the Beamos, you may want to consider using a Hookshot/Bow combo. When the Beamos turns its eye and the Wizzrobes is no more, jump north and push the block aside. Now quickly run north to exit the room. If you light the torches, two Fairies made from Sparks will aid you. Now go north into the Nightmare's Lair. +--------------------+ | Boss: Facade | +--------------------+ How clever! This is the Face Shrine, after all. In fact, the map shows that this place is in the shape of a face (Angler's Tunnel was in the shape of a fish and Bottle Grotto was a jar). Well, Facade is another enemy hiding in its lair. Walk forward and a giant face appears on the floor. Hello there! It taunts you like normal before engaging you. Facade is one simpleton in the enemy department. At first, it will toss pots and tiles at you. When it's out of them, holes appear randomly in the floor. To weaken the boss, lay bombs on its vulnerable face when it is out. Here's a hint, by the way. When the holes are appearing, stand on its face. You'll take no damage and holes never appear there, obviously. After several hits, Facade tries to plead with you. He tells you that if the Wind Fish wakes up, everything on this island will be gone forever. After blowing up excessively, take his Heart Container. Were the Nightmares we've fought just trying to protect the island from annihilation, or are they lying? Regardless, go north and take the sixth instrument, the Coral Triangle. After playing that mystical tune, you reappear outside Face Shrine. It calls you to the mountains... ======================================================================= ============================Eagle's Tower*============================= ======================================================================= +------------------------+ | To the Labyrinth | +------------------------+ Go south and the Owl comes to hoot at you. He says that the monsters fear that the Wind Fish is about to awaken, which heralds their extinction. However, the power of the monsters is real! It is no element of this dream thought up by the dreamer. You must awaken the Wind Fish to stop them from conquering the island. Will do, Mr. Owl. For now play Manbo's Mambo and go left of Crazy Tracy's. Go left twice to a tunnel. Maybe, if you were using my guide, you remember when I said we'd return here. Enter the cave and use the Hookshot to reach the chest, which contains 50 rupees. With it, return to Mabe Village. Enter Ukuku Prairie to the east and go south. Go south again and you'll see a huge pit accompanied by a Moblin. Hop the gap using the Pegasus Boots and Roc's Feather, read the sign, then go south into Signpost Maze, a series of misleading signs. What they lead to, none know. +-------------------------------+ | The Frog's Song of Soul | +-------------------------------+ You must read the signs in here in the right order, starting with the one that you just read by the pit. In this screen, you'll find several signs. Read the southernmost sign first. Follow the sign's instructions and go right a screen. Again, read the southernmost sign. When you go down, read the southernmost sign again. Go left and use the Hookshot to reach and read the southernmost sign. Now go north to the first screen. Read the northernmost sign. Go right and read the northernmost sign here. Walk straight south of this sign to another one, the leftmost sign of the screen. Now read the rightmost sign here. Go north and read the rightmost sign. Go left a screen and read the sign by the pit. Read the sign directly south of that this time. Go right and read the second-southernmost sign. Go south, read the northernmost sign, and go left. Read the northernmost sign here and a staircase forms in the pond, provided you did everything right. Enter the stairs and to see a huge frog creature named Mamu. This is the most clever cameo EVER! You might recognize him by looks, or you might recognize the name. Mamu is the Japanese name of Wart, the boss of Super Mario Bros. 2 (once again, Mario cameos prevail). See, this all makes sense because Wart existed in Subcon, the land of dreams, in Super Mario Bros. 2. For 300 rupees, Mamu will let you listen in on his unreleased cut. Pay up and listen to their song, which isn't all that great. This is the Frog's Song of Soul, and it is added to your collection on the Ocarina. With it, we can advance to the next dungeon. +--------------------------------+ | The Flying Rooster Lives | +--------------------------------+ Go to Mabe Village. You know the screen where Marin would normally hang out were she not in Animal Village, right? It is north of her house. Go north and push the statue that serves as the tombstone of the Flying Rooster, as the epitaph tells us, and take the stairs down. Your ability to push the statue was brought to you by the Powerful Bracelet. Anyhow, go straight forward to see the bones of some winged animal. Remember, Mamu told us to play our song to liven things up. Do so here and the heap of bones becomes a Cucco! Better yet, it's a Flying Rooster! This legendary bird lived long ago, back when chickens could fly (as the man in the Hen House on Tal Tal Mountain Range told us). It will follow you for a while now. This must be what the Owl meant when it told us to fly like a bird to the mountain tower. If you lift it, it will fly until you let go, making it easy to cross otherwise impossible crevices. For instance, you can pass the five holes left of the gates to Kanalet Castle, which would lead to a Secret Seashell if you hadn't already gotten the L-2 Sword. Get ready to rock. +--------------------------+ | Into Eagle's Tower | +--------------------------+ Go to Tal Tal Heights. Specifically, go to the Wind Fish's egg. Two spaces south of it and one right is a ladder. Take it and then Owl will come down to harass you. To think, Link records everything he says on his map... He's like a talkative, semi-wise stalker! Enter the cave when it's left and go through it. This should be your third time through it, so you know what to do. When you reach the screen left of the exit, use the Flying Rooster to reach a chest containing 50 rupees. Now exit the cave. Go right, take the ladder down, and head right until you reach water. Take the ladder up and go left twice. Here, enter the cave. Walk west once and use the Flying Rooster to go north. Use it again to cross the huge gap here and go left. Fly one more time to the heart of the cave, in which you'll find the Bird Key. It's our last key and it unlocks Eagle's Tower, the next dungeon. Now exit the cave the way you came. Go right twice and take the ladder down. Go east and enter the cave. Go right in here and exit it. Go right again to find an owl statue. Not only is Owl annoying, but he has cryptic copies of himself all over the place. Take the ladder by it up to a cave. Go right in it and you'll find an exit back to the outside world. Go left and enter another cave. In it, go right and descend down the stairs. Take the ladder up and go right, following the path south. Hookshot across the gap and jump down to the south to exit this cave. If you're low on health, bomb the wall to find a Fairy Fountain. After healing, go north through the obvious cave entrance. Head north in here to a staircase (why are there staircases built in random caves?) and take it up. Go left and exit the cave. Go left again to see the tower. The keyhole is in a rock in the northwest corner. Use the Bird Key and the tower flips around to expose the doorway. Take it to Level 7. +---------------------+ | Eagle's Tower | +---------------------+ Unfortunately, the Flying Rooster cannot come with us. Because it is four stories high, Eagle's Tower's map is divided into four sections. In case you're wondering, let me tell you now that this level is neither fun nor pretty. Start by going right. Stop here and the razor traps will not hit you. Jump over them and go right. Defeat the Like Likes here with a single swipe of your L-2 Sword and a Small Key falls to you. Use it on the locked door in this room. Go north to a staircase leading to 2F. Go north of here, as it is your only option, and you'll see two items of interest. First, you'll see an orb. Such orbs are instrumental in Eagle's Tower, and we must carry it through the place. Second, you'll spy a lever. To get through this room with orb in hand, lift the orb (Powerful Bracelet) and place it by the blocks impeding your progression to the west. Pull the lever back all the way and run for the exit. Grab the orb as you go and go left. In here, there are Zols that you want to clear out. Set the orb down (IMPORTANT! If the orb falls down a hole, it will reappear in its original position) and raze them to the ground. Afterward, lift the orb and go north. Set the orb down and then toss around the horse-head puppets until both are standing tall. This makes a chest form. It contains the Dungeon Map. This place is quite large on each level, not quite so on the fourth, though. Go back south and stop. See the pillar? Throw the orb against it and the pillar will crumble. If you do this to every pillar on a floor, what do you think will happen? We'll see if you were right in due speed. To the south in this room is a gap. At one point in the gap the hole is three "squares," or the size of Link, long. Throw the orb south while standing on the edge here and it should make it across. Use Roc's Feather to jump diagonally to the orb. Lift it and go south. Here, try to throw the orb over the gap, but not into the spikes. If it does land in the spikes, you'll have to go fish it out personally, and that can cost a few hearts. Throw the orb into the pillar to topple it and then go south. It's a crystal switch! Hit it to lower the blocks in the area and go north. You can now go west; do so by pushing the block and going west. In here, throw the orb over the gap to the north and hop the spikes. Go north to find a Three of a Kind, the same thing we saw and despised in Bottle Grotto. I think that the most effective way to do this is to enter, wait for them to gather in one area, and then unleash a Spin Attack on them. Remember, the goal is to make their symbols match. Doing so makes a chest containing the Compass appears. There aren't many chests in Eagle's Tower, and some of them have to be mandatory. Go north, right, and south. Go right again and then north. Take the stairs down and you'll see a Beamos. Quickly run right and go south. Here, stand on the lowered block and Hookshot the crystal switch from here so that you'll be on it when it's elevated. Go left and jump over the break in the blocks to go left again. Go south from here to a chest containing a Stone Beak/Fragment. Go right to see a pit and some mummies. Hookshot across the gap and attack the mummies, called Gibdos. Go right from here and climb the stairs. Jump off the side to the right. Go north and go right to the crystal switch. Hit it to lower the blocks and go left, then south. Walk right and take this path out to an old room. Go south and go left twice. This is the main room. Go left and then north to a set of stairs. Take them up to 2F. Go south to find a Hinox, the mini-boss of Bottle Grotto so long ago. Like last time, you must slash it only a few times to beat it. It takes only a few hits with the L-2 Sword, but don't let it throw you into a pit. Beating it makes a Fairy appear as well as a Small Key. Take both and head right. Defeat the Three of a Kind here to make a chest appear, which we will collect later. Go right to see the crystal switch. The blocks to the right should be high. Hit the crystal switch to lower them and go right. Use the Small Key on the key block here and jump off the side to the right and open the chest for this dungeon's prize, the Mirror Shield! The L-2 Shield, the Mirror Shield, reflects beams from Beamos. No, they couldn't think of a better item to put in here. Go south and then left. Take the stairs up to 3F. Go left and you'll find a ladder. Go south here and go right, down, right, north, and right. ----------------------- Mini-Boss: Grim Creeper ----------------------- The Grim Creeper and his minions, the Battle Bats, are here to fight. Like Master Stalfos, this mini-boss can talk. The Battle Bats must be beaten all at once. To do this easily, stand in the northeast corner and slash your sword rapidly. It's like flying tiles only easier. After beating his brothers, Grim Creeper vamooses. The portal is the best part of this deal. ----------------------- Go north. The chime of the Compass indicated a key, but where? Push the blocks in here together and a chest containing the Nightmare's Key forms. This is particularly dangerous due to the Spark infestation. When you have the Nightmare's Key, go south. We've been avoiding it, but we need to destroy the remaining pillars on 2F. Let's get to it. First, go west and south of here to a staircase. Take it down to 2F and go left. It is probable that the Three of a Kind needs to be defeated again. Do so if you must and then go left, north, and then north through the wall tile. Wait for the flying tiles to get through their cycle and then go right. It's the orb at last! Toss it at the pillar to bring it down. Push the block to the right and go right, then south twice to the crystal switch. Throw the orb over the rim here and then play Manbo's Mambo. Warp to the Grim Creeper's room and go west, then south, and then down the stairs. Pick up the orb, go left, and throw the orb north over the rim here. Make sure to hit the Three of a Kind to make a chest form. Return to the room where you rediscovered the orb. Now bomb the wall between the torches. Go south of here and bomb the wall to the south. Hookshot to the chest, open it for a bundle of bombs. Now lift the orb and go north to the final pillar. Throw the orb against it and you'll see a scene in which the third floor of Eagle's Tower collapses. As a result, the third floor is now changed around. Use Manbo's Mambo to return to the beginning of the dungeon and warp to Grim Creeper's room, which has not changed. Go left and you'll see a locked door. Also, the place is filled with Goombas. Normally, I'd collect all the treasure chests in a dungeon, but this place just reeks and I could not stand to guide you to them all. Go through the large locked door. Climb the ladder and use the Hookshot to grapple to the block to the right. Go down and right to a ladder. Take it to a 2D screen. Another 2D boss battle! +------------------------+ | Boss: Evil Eagle | +------------------------+ This name just screams originality. Grim Creeper waits at the top of the tower to kill you for killing his brothers. Down swoops his pet, Evil Eagle. Evil Eagle is really easy if you use your shield to block its attacks. If wind is released, walk toward it to prevent from falling off the tower. Also, avoid the feathers it fires at you occasionally and use your shield to defend against when it flies at you. When it flies close enough for you to attack it, slash its underside. When it starts coming at you diagonally, stand on the ladder with an extended sword and lower as it flies at you. After many, many hits, Evil Eagle is no more. It is actually really easy if you stand in the center with a raised sword and you Spin Attack it constantly. Grim Creeper has lost, but he says that you will be lost too if you awaken the Wind Fish. Same as him, you are in him dream... This was really cheap because I fell down a screen before taking the Heart Container and I had to fight him again! Regardless, take the Heart Container after an unusually long explosion and reenter the tower. Go right and enter the room to claim the Organ of Evening Calm. The eighth instrument calls to us from... the Ocarina? ======================================================================= =============================Turtle Rock*============================== ======================================================================= +-------------------------------------------------------+ | Magic Powder Upgrade While We Go to Turtle Rock | +-------------------------------------------------------+ There's nothing to it but to do it. That is, we're going to find the Owl once and then head to the next dungeon. From Eagle's Tower, go straight down over the ledge and you'll fall in a hole that leads to an underwater cavern. It's the same one we got the Piece of Heart in earlier while exploring the region around Angler's Tunnel. Exit it and swim south. Take the ladder up and go north. Use the Hookshot on the rock-thing to go right. To the south is the raft ride shop, but it's not important right now. Now that we know where it is, go northwest and Hookshot across the gap. Go west until you reach the steps leading to Tal Tal Mountain Range. Enter the cave and pass through it. Since this is your fourth time through it, I won't need to guide you. When you exit, go right until you reach deep water. Take the ladder up and go left twice on the bridge. Welcome to the Hen House! Go left of it to an out bridge. Hookshot left and go west. Hey look! It's Marin! Some monsters left her there. And she's afraid of heights. Hookshot to her and she'll ride with you across the gap to the other side. She says something along the lines of "I don't know how to say this," when Tarin comes looking for her. She goes left and away with her pop, leaving the Owl to come down to give you a verbal thrashing. He says that Marin went to the egg of the Wind Fish and sang the Ballad of the Wind Fish, her song of awakening. Did she intend to wake up the sleeping fish? He tells you to look to the west for the next instrument. Hoot! Go left to a shrub. Slash it to unearth a staircase. The reason people hate mountains in Zelda games is because they're filled with caves! Take it down and go left. Jump into the pit and take another staircase down. Go left, Hookshot across the gap, and take the cave out. Yup, this is definitely the prelude to the final dungeon. Boulders rain relentlessly upon those brave enough to enter the western region of Tal Tal Mountain Range. Go left and defeat the Mini-Moldorm, previously a dungeon-exclusive monster. Afterward, climb the ladder and go right. Climb this ladder and you'll be on the summit. Oddly enough, there are no boulders rolling here. Go left to a treasure chest sitting out in the open. It contains 50 rupees. Defeat the Mini-Moldorm and lift the rock. This reveals a staircase. Take it down to find an altar of some sort. A Link to the Past players will know what to do. Sprinkle Magic Powder on the altar and a bat flies up. He's a bit confused on whether to take revenge on you or to help you. He "curses" you by doubling your Magic Powder capacity. Now you can carry 40 servings of it. Just look at all that junk you have to carry! Ha! Surface and go west on the bridge. Jump over the ledge here. This place is like the monster headquarters! Defeat the Stalfos Knight and the Like Like. Then blow up the wall here that is fragile. Enter the cave and walk forward. A machine here blows fire at you. There are two ways to get past it, one of which being a glitch. To get past it normally, hold up the Mirror Shield and go left to the staircase. With that you're outside again. Go left past some Leevers to a new screen. Go south and then left again. It's a telephone booth. Go left of it to find the head of a huge turtle. Play the Frog's Song of Soul to revive it and the turtle pops out. Get ready for a brawl. It's sort of mean that Link resurrected the beast just to kill it. To do so, slash at its head constantly. It's only attack, which he seldom uses, is a lunge at you. When it's defeated, enter the cave. +-------------------+ | Turtle Rock | +-------------------+ This dungeon is not new. No, Turtle Rock first appeared in A Link to the Past, and was much harder, too! Still, Turtle Rock in this game reminds me of a certain fiery place filled with evil, if you catch my drift. You're lucky you have a guide, because I didn't and I hated every second of it. You ready for this? Go north to see lava and a flying demon monster. For lack of a better name, I will call this enemy an Ache, an Adventure of Link enemy that looked like a bat but could transform into a similar demon. When you slash it enough, it splits into Keese (much like a Vire from The Legend of Zelda). Beating it opens the doors to the left and right, meaning you should go left. Here you'll find a Beamos and three Ropes, snake enemies that charge at you. Defeat them or wait for them to wander into the lava and then go north. Hey look! It's Hinox, our good pal from the second and seventh dungeons. Slash him into a corner and slash furiously. After delivering him a royal whooping, take the Fairy and go left. In this room you'll find a block, which is one of the great puzzles in this level. Push it and you'll start controlling it. When it gets all the way out, go north and around to go south. As it goes, it fills the gap. When it is filled completely, you can open a chest for 20 rupees. Now go south. Jump to the chest for a good 50 rupees and then head go west. Hey look! It's that loser we totally massacred in Tail Cave, Rolling Bones. Jump over its spiked cylinder and then beat it down with your blade. Four hits of the L-2 Sword beat it. Take the Fairy and go north. Defeat the Ache here like before and a Small Key drops down. Take it and go south twice. Here, be dragged toward the vacuum by its suction and slash it to beat it. Open the chest for the Compass. This dungeon has quite a few chests about it. Compass in hand, go north and then right. Head north and right again to enter the second room. Re-defeat the Hinox and go south, then right. Here, defeat the Ache again and go right. Under a jar in the corner of this room is a switch. Press it to open the doors and go south. There are two enemies we saw in the Dream Shrine here. They are called Arm-Mimics. Dash through them with the Pegasus Boots to beat them and a staircase appears. Take it down to a 2D screen. Use Roc's Cape to get through it. In the room you emerge in, lift the pot while under the cover of the Mirror Shield to find a switch. Press it and go south. This time we get to fight Smasher again. Like before, throw the ball it carries at it four times and it dies, leaving two Fairies behind. Go south afterward. Jump to the chest and you'll gain the Stone Beak/Fragment, the last one in the game. After beating the Ropes and taking the treasure, go to the southwest corner and use the staircase to enter a 2D screen. Use Roc's Cape to go left and surface, being wary of the fireballs that leap from the magma all the while. When you emerge, bomb the south wall that is cracked (use your sword to hear the weak part if you must). Go south from it and you'll see a classic Zelda puzzle. Push the upper and lower blocks forward and the center one down to gain access to the chest, which contains the Dungeon Map. This dungeon is shaped like a turtle. Return to Smasher and beat him again. Go left this time. Here, you must go through a slightly harder fill-in-the-hole puzzle. Push the block left and have it climb up the block like stairs. At the end, go left and down to repeat this process. When you reach the last stretch, go up and down as needed to fill in the rest of the hole. Should you fail, go right and reenter the room. When you succeed, take the Small Key that falls down. Before you leave the room, check the north wall with your sword. Chances are good that you'll find a weak wall. Bomb it and go through the passage you made (the chest in the room to the left is a dud, anyways). Hit the crystal switch once. Now bomb the west wall and pass through it. Take the ladder to the south and drop off the ledge. Open the chest for a Zol and go left twice. This time, go north. Go right to a block that makes floor. It is impossible to fill the gap completely; make a path that ends between the two southern blocks on the north end. Take it and push the block to the right. Go north from there to a key block. Use a Small Key here and go right. Use your final key in this room on the door to the east. Stand in the doorway to prevent damage to yourself at the hands of razor traps. Go north through the wall panel and you'll reach a room filled with cracked blocks. Rather than blowing them to smithereens, kill off the Zols in the room and go north. There are two Gibdos here. Really, the cracked floor makes them easier because you have to move around. You see, Gibdos are always strange foes because they do not get knocked back like other enemies. Beating them brings a Small Key down; take it and go left. Go left to see some Dodongo Snakes. Now, I know you really want to ruff them up, but restrain yourself and go west again. Here, jump over the lava and go north on the elevated platform. Hookshot to the chest and open it for Secret Medicine. It revives you when you die (Crazy Tracy sells it. Her shop is by where you warp when you use Manbo's Mambo outside a dungeon). With it, jump off the side and go north. Take the stairs here. In this 2D screen, Hooskhot to the Bowser head to cross the fiery abyss and go down with the ladder. It brings you to a former room. Go north twice and then left twice. This time around, use the Small Key to go left. This, the room before the Nightmare, is useless to us at the present time. Go west to a room with a staircase. Take it to be outside on Tal Tal Mountain Range. Above you is a Piece of Heart. Also, go right to see a teleport, allowing you to teleport to this area whenever you choose. Now go right again to an alternate entrance to Turtle Rock. Specifically, you're above the Dodongo Snakes we skipped earlier. Although somewhat challenging, you must throw bombs into their mouths from above. Yes, you can lift bombs by pressing the bomb button twice, and you can toss them by pressing it again. If you're able to beat them, open the chest that forms for a Small Key. Go left and jump down to the lower level. Go left twice and then south. Here, align yourself with the Cyclops statue and wait for the Sparks to be out of the way. Shoot the statue with the Bow and a Small Key falls to you. Now that you have it, go left. Here, run down and push the block diagonally below the chest up, the one in front over. Open the chest for a Small Key. Now go right and south. Jump for supplies and go north twice. Defeat the Ache to make the door to the west open. Take it and head up the ladder. Go right and Hookshot to the chest, which you should open for 50 rupees. Now we're ready to explore more of Turtle Rock. Hop down and go right four times to the room with the Gibdos. Go south to the room with all the cracked blocks. If you blow up some on the west wall, you'll find a hidden door. That is, bomb the west wall and go west. Here, hop the hole (you can tell where it is because it is the western limit for the Sparks) and use a Small Key on the key block. Go left to another dark room. In it, go left. As soon as you enter, go north to a ladder. Use a Small Key on the right block and go right. Light the torches with Magic Powder and Hookshot south to the blocks on either side of the key block. Use your final Small Key there and take the stairs. Head through this 2D screen with Roc's Feather. When you emerge, go south. ----------------- Mini-Boss: Blaino ----------------- Poor Blaino... He lives in Turtle Rock and spends all his time practicing boxing. Viewing you as a worthy opponent, he tried to pick a fight with you. He's really, really easy. Face him and charge a Spin Attack. When he's punching the air three times (standing there), walk below him and use a Spin Attack. If you had a Piece of Power like I did, one more hit will beat him. After an explosion, Blaino the boxer explodes. How come Link never explodes when he loses all hearts? Regardless, a portal forms. ----------------- Go north. The blocks should be down, assuming you hit the crystal switch like I said much earlier. If not, go to the crystal switch, hit it, and use the teleport formed by beating Blaino to return. Take the ladder up and open the chest for the Magic Rod! This is by far the best dungeon item in the game. It lets you unleash an unlimited amount of fire, not that arsonists are cool or anything... Try it on Cuccos, foxes, shrubs, and enemies! It is essentially the same as the Fire Rod from A Link to the Past, or the Magic Wand that you get in The Legend of Zelda (if you have the Magic Book), but the Magic Rod uses no magic power, letting you use it over and over and over. Now let's go take for ourselves the remaining chests. Return to the first room of the dungeon. Go north, left, and north, left, and north. This will require that you beat an Ache and fill in a gap, but it shouldn't prove difficult. Try killing the Ache instantly with the Magic Rod. You can defeat the Hinox with two flames. When you're in the room I directed you to, light both torches that you couldn't reach previously with the Magic Powder using the Magic Rod. This makes a chest containing a Small Key form. It's the last Small Key in the game. Use Manbo's Mambo to return to the first room. Go north twice and then right. Push the block here right so that you can access the stairs. Here, you can finally torch the ice blocks in here that were impassable earlier. In the second screen, take out the Magic Rod and Roc's Feather. Jump so that you're level with the second row of blocks and then flame them all. Use the first row as a stepstool, so to speak, and go left. Jump to the ladder and take it down. Here, go down to a locked door. Open it and go left. This time, you get to face Cue Ball again. This time, though, it's a battle in lava. You'll lose about four hearts or so, but get in the corner of the room and let it pass you. Keep your sword out and it will take damage after passing by you. A few hits and it dies. When my prophecy comes true, go north. The block puzzle in here can be solved in many ways, but I like the way I list the best. Push the block forward and go right. When all the way right, go down until you're one level below the torch and go left. When left of the first torch, go up and left (down at the second torch). Go left and then complete this puzzle by alternating up and down until the gap is filled. Open this final chest for the Nightmare's Key, the last one in the game. Return to the first room with Manbo's Mambo. Go north twice and right once. Make the block create a path leading to the space in the southwest corner. Follow this trail to another room. Enter the 2D screen here via the staircase. Melt the ice blocks in here (melt the left one blocking your progression while falling) to go west. Here, take the ladder down and burn the entire first row. Then, stand under the right column of three blocks and burn them all. Now you have a staircase leading to the exit, the ladder. When you surface, go north into the Nightmare's Lair. +----------------------+ | Boss: Hot Head | +----------------------+ Hot Head is a giant living ball of fire. This boss just comes out and tells you that you've no chance in Turtle Rock of ever playing the Instruments of the Sirens. Although it doesn't attack you directly, Hot Head jumps in and out of its home of molten rock, called lava. His splashes are lethal, as well as his only attack. To beat it, you must use the Magic Rod against it. Hit it with the Magic Rod again as many times as you can before it disappears beneath the surface. Eventually, its fiery shell breaks. It unveils a strange creature that takes a few hits of the Magic Rod. Dying, it asks why you came here. If it weren't for you, nothing would have to change. Remember, you too are in the dream. Take the Heart Container and head north. The final instrument is the Thunder Drum. It plays that mysterious melody to transport you outside the dungeon. The Egg on the mountain calls to you... ======================================================================= ============================Wind Fish Egg*============================= ======================================================================= +---------------------------+ | The Magnifying Lens | +---------------------------+ It is time to complete the trade. Really, we could have done this much earlier, but it was not necessary. First, go to Tal Tal Mountain Range (take the ladder up right of the Wind Fish's Egg). Enter the cave here and go through it. When you exit, go right. See that man? He's our next trading partner. Enter the cave here and walk forward to a staircase. Take it up and open the chest to the left for a Zol. Now go south to exit this cave. Go down and left to find the head of the Quadruplet Family in Mabe Village. His name is Papahl and he is famished. Give the starving guy a Pineapple for the Hibiscus. Now go to Animal Village. In the northeast corner is a house home to a goat. The goat requests that you take a letter of his to Mr. Write. He lives north of Mysterious Woods. From where you got the Tail Key, go left and then north. Hop the pit and you're at Mr. Write's not-so-humble abode. North of here is a cave (this is just for treasure). Enter and jump to the chest for 20 rupees. Jump right and lift the skull before the chest for 50 rupees. Anyways, at Mr. Write's home, trade the Letter for Mr. Write. With it comes a photograph. It shows Princess Peach, yet another Mario reference. Take the Broom from him as a reward. Return to Animal Village. Outside the goat's house is Grandma Ulrira. Exchange the Broom for the Fishing Hook. To make use of it, swim to Catfish's Maw. Swim east and then south of it to find a bridge. Dive under it and you'll find a fisherman. Give him the Fishing Hook and he'll give you his next catch, which turns out to be a Necklace. The next step in our trade is very close. Swim north of Catfish's Maw to find Martha, the mermaid that the bay is named after. Trade her the Necklace and you'll receive the Scale. Now, go to the entrance of Animal Village. South of it you'll eventually find the bridge that the fisherman was under. South of it, Hookshot to the rock on your left. Go north of here and you'll find a mermaid statue. Place the Scale here, which was missing previously, on it and the statue slides over. Take the staircase down and you'll be assaulted by invisible foes. Go north and pick up the item here, the Magnifying Lens! Like the Lens of Truth in Ocarina of Time, it lets you see invisible objects. Go south and you'll see that it was merely a group of Arm-Mimics and Zols causing you pain. Well, the Magnifying Lens has two other uses. +---------------------+ | The Boomerang | +---------------------+ We could've gotten this earlier, but it was not particularly useful, except for beating a few mini-bosses we re-encountered in Turtle Rock, which were easy anyways. Return to Mabe Village and go south to Toronbo Shores. Jump south over the ledge from Sale's House O' Bananas and go right. Bomb the wall here to make a cave. If you've completed the trade process, then you'll meet someone new inside. Enter to find a formerly invisible monster - a Goriya. These are classic boomerang-wielding enemies of the Zelda world, although this one seems friendly. Talk to it with your Shovel equipped as your B Button Item. He will trade whatever you have in your B slot for what he found on the beach (it is probably Link's since he found it washed up on the shore). Now, it is very possible to, in vulgar terms, screw yourself. This is because you can give away anything - your L-2 Sword, your Bow, etc. However, the Shovel has no uses now that we have the L-2 Sword, and therefore makes for a great exchange item. If you ever want the Shovel back, trade him again. Now, what's so great about the Boomerang, you ask. Go on, ask it. Well, it is a secret item that stuns or kills most enemies in one shot. In fact, some mini-bosses we've fought die instantly after a single blow (like Rolling Bones). It will also prove very useful in the near future. +----------------------------------------------+ | Dark Secrets and Mysteries of Koholint | +----------------------------------------------+ In the southwestern screen of Mabe Village you'll find the Library. There are several useful books. There's an atlas, a bunch of how-to books, and one book in the lower-right corner that you need the Magnifying Lens to read. The book will have a bunch of arrows in it. Write these down, or remember them if you have a good memory. I've played this game around three times and it's always random. That in mind, let's leave. +---------------+ | The Egg | +---------------+ Go to the Wind Fish's Egg. In case you forgot where it is, go north of the Moblins' hideout (remember where you rescued BowWow all that time ago?). Go right and climb the ladder here. Go north again to the summit of Mt. Tamaranch. Stand before the Wind Fish's Egg and play the Ballad of the Wind Fish taught to us by Marin on your Ocarina. The eight Instruments of the Sirens come out and play one awesome song. This song makes the Wind Fish restless and opens a path into its egg. Suddenly, the Owl comes... to kill you! No, just kidding. You know, I bet you thought the Owl was a traitor this entire time leading you to open the egg. Well, we'll see inside. He simply tells us to go enter the Egg. Winged words, Owl, winged words. Enter and you'll be in a giant maze. Follow the path that the book in the library - Dark Secrets and Mysteries of Koholint - laid out to you. To do this, go north and fall into the pit. Here's the maze in which you must follow the correct path. There are no monsters, no traps, nothing. After taking the right route, you'll reach a huge pit. Jump in. +------------------------------------+ | BOSS: DETHL & THE NIGHTMARES | +------------------------------------+ "We were born of nightmares... To take over this world, we made the Wind Fish sleep endlessly! If the Wind Fish doesn't wake up, this island will never disappear! We would have been the masters of this place... But you had to come here and disrupt our plans! Heh heh! You can never defeat us!!! Let's rumble!" With that, the battle for Koholint begins. From the Wind Fish insignia rises a dark beast - Giant Gel's Shadow, also known as Shadow Bot. It is invincible to physical blows, but it dies with five sprinkles of Magic Powder. From its ashes rises a new dark creature designed to reflect Link's deepest fears. It is Agahnim's Shadow, the evil incarnation of an evil wizard. You fight it just as you do in A Link to the Past. When it makes a spell that is three large circles atop each other, hit it back at the fiend with your blade. It may also fire a non-deflectable spell in the form of an X. After four hits, it will fade from the dream, a new dark guardian taking its place. It is Moldorm's Shadow, similar in form to the Moldorm we fought in Tail Cave, but it is far more insidious. Several slashes delivered to its vulnerable tail will defeat it. Then rises the worst Nightmare yet - Ganon's Shadow. It is the concentration of evil that Link fought in Hyrule countless times. Like Agahnim's Shadow, it behaves much like Ganon does in A Link to the Past. Flaming monsters called Fire Keese fly from his Magic Trident as he warps about the arena. Use the Pegasus Boots to ram into him six times and the next shadow guardian replaces him. It is Lanmola's Shadow, the simplest of the villains. With one hit of the Magic Rod, the final form appears before you. The music becomes much more dramatic, as if it was intended to be the toughest boss in the game. It is Dethl, the mastermind of the Nightmares! It is a heartless specter with two muscular arms and a single eye. When it opens its eye, shoot arrows into it. 20 arrows does the trick. Or, you can hit it once with the Boomerang to defeat it (behold my might!). With that, Dethl accepts that their world will disappear, and he dies with the island of Koholint... An unknown voice calls Link up to it by making stairs form. It is the Owl. You have proven your wisdom, courage, and power. The Owl reveals that he is a part of the Wind Fish's spirit, and that he is the guardian of his dream world. But, one day long ago, the Nightmares found a way into the dream and wreaked havoc. The Wind Fish could not control its power and Koholint Island, a thing of his dreams, became a real, physical thing. That is why Link was able to wash up on it. The Owl thanks you and then flies away. Soon, the Wind Fish will awaken. In place of the Owl appears the Wind Fish. It is a whale with wings, bejeweled and elaborately tattooed. "I AM THE WIND FISH... LONG HAS BEEN MY SLUMBER... IN MY DREAMS... AN EGG APPEARED AND WAS SURROUNDED BY AN ISLAND, WITH PEOPLE, ANIMALS, AN ENTIRE WORLD! ............ BUT, VERILY, IT BE THE NATURE OF DREAMS TO END! WHEN I DOST AWAKEN, KOHOLINT WILL BE GONE... ONLY THE MEMORY OF THIS DREAM LAND WILL EXIST IN THE WAKING WORLD... SOMEDAY, THOU MAY RECALL THIS ISLAND... THAT MEMORY MUST BE THE REAL DREAM WORLD............... COME, LINK... LET US AWAKEN... TOGETHER!! PLAY THE EIGHT INSTRUMENTS! PLAY THE SONG OF AWAKENING!!" Link plays the song and slowly the world disappears in a flash of light. Water overtakes Link, and he awakens in the sea, seagulls flying overhead. The Wind Fish flies overhead into the horizon, and Link watches in amazement. And the credits roll! CONGRATULATIONS! You beat the game. There's not much more to do, but keep playing. Chances are good that you don't have every item in the inventory. Long live the dream! ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 3*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ============================Secret Dungeon*============================ ======================================================================= Link's Awakening DX contains a hidden dungeon that was not in the original. This dungeon is based on colors in order to make full use of the Game Boy Color's excellent capabilities in the color department. Might I add that this game's color was magnificent; it really improved the quality of the game. Well, I'll guide you into the dungeon and you'll leave better than ever. You can attempt the Secret Dungeon any time after Key Cavern. +-----------------------------+ | To the Secret Dungeon | +-----------------------------+ In the southwestern screen of Mabe Village there is a library. Enter it and you'll see one book lying atop the bookcase. Take out the Pegasus Boots and ram into the bookcase to knock off the book. Read the book and it will speak of a new world of color under a certain number of gravestones. It then gives you directions, which I recommend writing down. As far as I know, these directions are random. The Cemetery is where the dungeon is hidden. You know the large hole in Koholint Prairie that blocks your passage north? Go south of it until you reach the Witch's Hut where you got the Magic Powder. Jump over the pit outside it and go right a screen. The Cemetery is four screens and somewhere in it is a screen with the same number of gravestones that the book spoke of. You received directions from it in the book, and they are which graves to push in what order and in what direction. Under the last grave you push will be a staircase provided you did everything right. Take it down the Secret Dungeon. +----------------------+ | Secret Dungeon | +----------------------+ This is Level 0, and for good reason, too! It's so easy. Of course, people who are colorblind (specifically, those who cannot differentiate red and blue) should not attempt this dungeon. First, talk to the guards in the first room. This is a perfect example of how hard it's going to be. They ask you which one is red and which blue. They look like they might be related to the Grim Creeper, too. Talk to them and tell them which is which (left blue, right red). Now go north. Monstrous Zols will pop out of the ground (they're like slime) and attack you. Slash them and go right. Here, you must make all the statues blue. Hitting one makes it and the two to its sides change color. Hit the lower-right one and then the upper-left one to make them all blue. Open the chest for the Compass. As you may be able to see, this dungeon is tiny. Go right to see some trampolines. Hop across them to go right. Green ones turn yellow, yellows turns to red, and red becomes a pit. When you're right a screen you'll see two creatures with red and green shells. Slash them and they curl up into their shells like turtles. Lift the shells and throw them into their correct hole (north is red, south is green). Doing this makes a chest containing the Stone Beak appear. Take it and go south. Like last time, some colorful slime Zols pop out to attack you. Slash them and go left. In here, bounce across the trampolines to a chest containing a Small Key. Go north through the wall panel. Go right and then north. Bounce north again in here. In this room, you're aiming to make all the statues blue. Hit the lower-right one and the upper-left one twice. Take the Small Key that falls and go right. Unlock the door to the north using one of your Small Keys. Here, you'll see a Giant Buzz Blob. The creature here wanders around the room releasing static electricity discharges occasionally. To beat it, you must turn it red. To do that, sprinkle Magic Powder on it about five times. When it dies, take the Fairy and go left. Push the upper and lower block left and the middle one down to reach the treasure chest. It contains the Nightmare's Key. Now go right, south, west, south twice, and west. Unlock the door here. ---------------------- Mini-Boss: Stone Hinox ---------------------- To stop your mad quest for power, the mini-boss here is going to kick your butt. Unlike its flesh brothers Hinox, Stone Hinox is susceptible only to bombs. Two of them kill it. In the meantime, it will jump up and down to stun you, toss boulders at you, and throw you around the room if you get too close. Although it's not a true sub boss because it leaves behind no portal, it shall be considered such. Now go west. ---------------------- To open the doors in here, press the switch under the pot in the upper- right corner. Go north. In here, defeat each and every Zol to make a chest appear. Open it for the Dungeon Map. This place is tiny! Go right to find four of those annoying shell creatures. Slash them to stun them momentarily and throw them into the pits of the matching color. When are all locked in, take the Small Key that falls and go west, then south. This time go left. Here, you must turn all the reds to blue again. To do this, slash the center so that it is the only red. Now slash the middle statue in each row (the middle-south, middle-west, middle-east, middle-north). Now slash the center again to make them all blue. Go north. Use your Small Key to go left. Here, slash the crystal switch while standing on the blocks. Now go right and unlock the door to enter the Nighmare's Lair. +----------------------------------+ | Boss: Giant Hardhat Beetle | +----------------------------------+ I wish all bosses were this easy. It walks around while firing fireballs in the shape of + signs at you. Slash the head until it is yellow and he'll say something about taking your time. It's trying to trick you! Slash again to make its head turn red and deliver a final blow to kill it. After it explodes, go right. The Fairy Queen held captive by the monsters will give you the power of color. If you want the power of red, you'll gain offense. The power of blue endows you with defense. Either one you choose, it's like having a constant Piece of Power or Guardian Acorn, respectively. I prefer red. With that, you gain the Red Clothes/Blue Clothes! The Fairy Queen transports you out of the Secret Dungeon. It was worth it. After all, it was void of any difficulty at all. Plus, the prize is one of the best in the game. ======================================================================= =============================Photographs*============================== ======================================================================= The second addition to Link's Awakening DX was a Camera Shop. Go right of the Moblins' Hideout twice and you'll find it. Here, talk to the rat and you'll begin collecting photos. They serve absolutely no use, but they're fun to collect and print (if you own a Game Boy Printer and you're a hard core Zelda fan). To appease that particular group of people, let's guide you to them. Certain photos can only be taken at certain times. You can get 12 in all, but there are 13 possible photographs. ----------------------------------------------------------------------- #) Title (made-up) Picture: Obtain: ----------------------------------------------------------------------- Above is the setup. I think it's pretty self-explanatory. ----------------------------------------------------------------------- 1) Smiling Link Picture: Link is standing there giving the peace sign, which is raising the index and middle finger. Obtain: Talk to the photographer in the Camera Shop and agree to take the picture of yourself in front of the screen the first time. ----------------------------------------------------------------------- 1A) Beaten Link Picture: Link looks wounded while standing in front of the curtain. Obtain: When you talk to the photographer when getting the first photograph, keep telling him no. Eventually, Link will have his picture taken, apparently beat-up by the cameraman to do so. If you get this photo, you cannot get the above, and vice versa. ----------------------------------------------------------------------- 2) Marin at Beach Picture: Marin is staring into the sunset. Obtain: As soon as you Marin starts following you, go four screens south of the library in Mabe Village. Walk off the edge of the ledge here and the rat will take a picture. ----------------------------------------------------------------------- 3) Painful Fall Picture: Link is clawing at the ground after Marin falls on his back. Link is screaming in pain. Obtain: When Marin is following you, jump down into the well on the west side of Mabe Village. Marin lands on you and the photographer captures the moment on film. ----------------------------------------------------------------------- 4) Tarin Butts In Picture: Tarin is trying to get into a photo of Link and Marin in front of the Flying Rooster statue. Obtain: When Marin is following you, stand by the Flying Rooster statue. The photographer wants to take a picture of you two, but Tarin butts in to get his picture taken, too. ----------------------------------------------------------------------- 5) Ulrira's Secret Picture: Ulrira, normally shy and quiet, is having a ball talking on the phone. Obtain: At any time after you've returned BowWow to Madam MeowMeow, go south of Madam MeowMeow's house to see the home of Grandpa Ulrira. Stand by the side to look through the window and see the chatterbox. ----------------------------------------------------------------------- 6) Beware of Dog Picture: Link is running away from BowWow, who is gaining on him. Obtain: After returning BowWow to Madam MeowMeow, walk by BowWow to see his fangs. ----------------------------------------------------------------------- 7) Thievery Picture: Link is shoplifting unnoticed. Obtain: Steal an item from the shop. To do this, pick an item up and stand north of the clerk so that he turns his head to look at you. Quickly run out the door before he looks back. Next time you enter the store he will kill you with lightning and you will be called THIEF for the rest of the game. ----------------------------------------------------------------------- 8) Fishing Fiasco Picture: Link sees the fisherman falling into the water. Obtain: When you have the Magnifying Lens, go to the fisherman under the bridge southeast of Catfish's Maw. You'll be able to see the photographer swimming in the water. Talk to the fisher and he'll try to catch a fish again. He catches the photographer and falls off the boat due to the flash. ----------------------------------------------------------------------- 9) Hidden Zora Picture: A reluctant Link poses with a friendly Zora. Obtain: With the Magnifying Lens, enter the northeast house in Animal Village. You'll be able to see a Zora you couldn't before. To commemorate your friendship, it takes a photo with you. ----------------------------------------------------------------------- 10) Ready and Brave Picture: Link and Richard are holding swords high before Link ventures into Kanalet Castle. Obtain: Before lowering the bridge in Kanalet Castle, walk up to it. Richard comes to check your progress and the mouse wants to capture royalty on film. ----------------------------------------------------------------------- 11) Link and the Ghost Picture: Link and the friendly ghost pose in front of a gravestone. Obtain: After leading the ghost back to its gravesite, touch the gravestone and the photographer will photograph you two. ----------------------------------------------------------------------- 12) Bridge Out Picture: Link is looking down from a bridge. Obtain: Go right of the Hen House and take the bridges. You'll eventually find a dead-end. Return left and the photographer will want to take a picture of you. Since he's too close, he backs up, thus falling off the bridge. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And those are all the pictures and how to get them. If you want, you can use a Game Boy Printer to print these pictures. You can view them whenever you want at the Camera Shop. ======================================================================= ===========================Pieces of Heart*============================ ======================================================================= In every Zelda game, Link has a Life Meter that can be increased by finding Heart Containers. Notice that I said Life Meter, not Heart Meter, because Link has a segmented bar in Adventure of Link that drains to show his health. Well, in most Zelda games you get a Heart Container immediately after beating a boss. This is true of Link's Awakening. In The Legend of Zelda and Adventure of Link, entire Heart Containers were hidden in Hyrule as very useful items. However, A Link to the Past changed the formula to make the game include more side quests. It split Heart Containers into four basic parts called Pieces of Heart. Ever since, many Zelda games have had plenty of side quests revolving around collecting Pieces of Heart. This game is no different. Finding four is just like finding a Heart Container, you see. Of all the games that have them, this game has the fewest. Majora's Mask had 44 Pieces of Hearts, which made for eleven optional Heart Containers. This game, on the other hand, has 12, allowing for three additional Heart Containers. Well, it makes my job much easier. There are a total of fourteen Heart Containers possible, eight bosses, and you start with three Heart Containers to your meter. Here's where to find the Pieces of Heart. I list them in the order in which you can get them. ----------------------------------------------------------------------- #) Location Obtain: ----------------------------------------------------------------------- Above is the guide to the list. Now for the list. ----------------------------------------------------------------------- 1) Mabe Village Obtain: You can get this right after you find your sword. North of the library is a well. You can jump into it from the ledge above, which is blocked by bushes. Slash the shrubs and jump into the well, which contains the first Piece of Heart. ----------------------------------------------------------------------- 2) Mabe Village Obtain: Two screens north of Madam MeowMeow's house is a pond where a fisherman pursues his hobbies, namely fishing. It costs ten rupees to play. If you catch each fish (catching each fish is optional, but it makes it easier to catch the necessary fish) and the "lunker," you'll be rewarded with a Piece of Heart... from inside the fish. ----------------------------------------------------------------------- 3) Koholint Prairie Obtain: Koholint Prairie is the name of the small strip of land that leads to Witch's Hut. Well, east of the exit to Mysterious Woods is a Piece of Heart encompasses by pits. When you have Roc's Feather, jump to the Piece of Heart. ----------------------------------------------------------------------- 4) Mysterious Woods Obtain: You need the Power Bracelet to get this. In Mysterious Woods is a cave that leads to the Sleepy Mushroom. In it, go to the third screen and lift the skulls to reach the Piece of Heart. ----------------------------------------------------------------------- 5) Ukuku Prairie Obtain: From the warp portal in Ukuku Prairie, go right and north. Here, bomb the wall to the north to find a cave. Enter and use the Pegasus Boots to dash through the crystals. Go through it until you reach the rightmost wall in the northern end of the cave. Bomb the wall that sounds weak and go through the opening to find a Piece of Heart. ----------------------------------------------------------------------- 6) Yarna Desert Obtain: Go to where you fight the Lanmola. Fall into the quicksand, first. Bomb the wall north of where you land and you'll find a room with a Piece of Heart in it. ----------------------------------------------------------------------- 7) Tal Tal Heights Obtain: When you have the Flippers, swim right of Angler's Tunnel to a cave. Enter it and dive in it for a Piece of Heart. ----------------------------------------------------------------------- 8) Kanalet Castle Obtain: When you have the Flippers, traverse the bridge that Kiki made for you to Kanalet Castle and go north until you see a bridge leading to water. Enter the water and swim left until you are left of the gate. There's a Piece of Heart in the water (dive for it) one screen left of the gate. ----------------------------------------------------------------------- 9) Cemetery Obtain: The cemetery is southeast of Crazy Tracy's Health Spa. In the southwest corner of the Cemetery, push the lower-right gravestone forward. Take the stairs down and you'll be underground. South of you, bomb the cracked stone and Hookshot right to another stone. Then jump north to a Piece of Heart. ----------------------------------------------------------------------- 10) Animal Village Obtain: Go to where the walrus is normally sleeping. North of it you'll eventually find a cracked wall. Bomb it and enter the cave. Here, jump left and go north. To the left is a cracked block across a gap. To destroy it, take out the Bow and the Bombs. Face the cracked block and use both items at once to fire a missile at the rock. Hookshot to this rock and go up the steps to the Piece of Heart. ----------------------------------------------------------------------- 11) Tal Tal Mountain Range Obtain: Go to the Hen House on Tal Tal Mountain Range. Go left of it to some bridges and Hookshot across. At the end, slash the bush and take the stairs down. Bomb the south pocket in the wall and go south, then right twice. Here's your Piece of Heart. ----------------------------------------------------------------------- 12) Tal Tal Mountain Range Obtain: While playing through Turtle Rock, you'll need to take a flight of stairs out of the dungeon before you can defeat a pair of Dodongo Snakes for a Small Key. When you emerge, the Piece of Heart will be right above you. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And that's a wrap. Having every Heart Container can be very helpful, but it takes progression all the way into Turtle Rock before you can get them all. Happy hunting. ======================================================================= ===========================Secret Seashells*=========================== ======================================================================= There are many Secret Seashells - 26 in total. However, you only need 20. For this reason, I'll guide you to get twenty and not the other six. After getting the first 20, the other six turn into rupees or disappear. Actually, you can collect all 26, but six disappear after you get the L-2 Sword. These are the easiest Secret Seashells to get, listed below. Note that two of the Secret Seashells I list here were not gotten in the guide (there were easier ones to get and I eliminated a few of the tougher ones). Also, two of the Secret Seashells listed here can only be gotten at a certain point in the game. As a result, lead the caption beneath the list to learn how to get two other constant shells at any time. ----------------------------------------------------------------------- #) Location Obtain: ----------------------------------------------------------------------- The setup is above. Below is the list. ----------------------------------------------------------------------- 1) Mabe Village Obtain: Slash the bushes south of the shop and a Secret Seashell pops out. ----------------------------------------------------------------------- 2) Mabe Village Obtain: Go to Madam MeowMeow's house and enter the right door. Here, dig the floor for a Secret Seashell. ----------------------------------------------------------------------- 3) Mysterious Woods Obtain: When you enter, go north and then right. Lift the rock here and open the chest for a Secret Seashell. ----------------------------------------------------------------------- 4) Tail Cave Obtain: Go north and then west when you enter. Defeat the Mini-Moldorm and bomb the wall to the west to find a Secret Seashell in a chest. ----------------------------------------------------------------------- 5) South of the Village Obtain: Go left of Tail Cave and use the Pegasus Boots to ram the tree there from the west. A Secret Seashell flies out. ----------------------------------------------------------------------- 6) Seashell Mansion Obtain: When you have exactly five, no more, no less, go to Seashell Mansion (go right twice, south, left, and north of Kanalet Castle's gate). Pass through the bars and the spirit will give you a supplementary seashell. ----------------------------------------------------------------------- 7) Ukuku Prairie Obtain: When you enter the prairie, go south to a telephone booth. Ram into the tree to the left for a Secret Seashell. ----------------------------------------------------------------------- 8) Ukuku Prairie Obtain: Go right of the entrance to Key Cavern and climb the ladder. Defeat the flying Octoroks and dig in the center of the grass for a Secret Seashell. ----------------------------------------------------------------------- 9) Ukuku Prairie Obtain: When you first enter the basement of Richard's Villa, go to the northwest. Push the rock forward and jump to the chest. It contains a Secret Seashell. ----------------------------------------------------------------------- 10) Ukuku Prairie Obtain: Go right of the entrance to Key Cavern and enter the water. Swim north to an island. On it, slash the bush from the north to gain a Secret Seashell. ----------------------------------------------------------------------- 11) Seashell Mansion Obtain: When you have exactly ten Secret Seashells, go to the mansion and pass through the bars. You are reward for your efforts with a Secret Seashell. ----------------------------------------------------------------------- 12) Ukuku Prairie Obtain: One screen east of Seashell Mansion is a group of bushes. Slash them to find a Secret Seashell. ----------------------------------------------------------------------- 13) Ukuku Prairie Obtain: The first time you entered Animal Village, you used a staircase. Go left of it and then south. Lift the rock here to find a Secret Seashell. ----------------------------------------------------------------------- 14) Ukuku Prairie Obtain: Go west of where you got the above Secret Seashell to find a cave. Enter it and go left. Bomb the fragile wall here to create an opening. Go left and jump to the staircase. Take it up and go left. Here, defeat any Zols you encounter and push the block to the left by the hole into the hole. Jump over the hole and go left once. Now go down and around that path to go right again. Here, do you see the stone you pushed originally? Look directly south of it two stones. Push this stone over and the one above where it was north. Now exit the cave. Go north once to see an owl statue. Talk to it and it says something about nigh secrets. As always, this means that you must dig around it for a Secret Seashell. ----------------------------------------------------------------------- 15) Koholint Prairie Obtain: Go left of the Witch's Hut and lift the rock. Take the steps down and slash the bush. Then dig where the bush was to unearth a Secret Seashell. ----------------------------------------------------------------------- 16) Martha's Bay Obtain: Go south of the entrance to Animal Village and you'll eventually be able to go left to a bridge. Take it to an owl statue. It hints at a nearby Secret Seashell gotten by digging around it. ----------------------------------------------------------------------- 17) Martha's Bay Obtain: Go south of the telephone booth to the west and you'll see an island. Swim to it and slash the bush for a Secret Seashell. ----------------------------------------------------------------------- 18) Martha's Bay Obtain: After you lead the ghost back to his grave (it starts following you after Angler's Tunnel), it thanks you by telling you to look under a jar in its home. Go there (it's where you took it) and lift the pots to find a Secret Seashell. ----------------------------------------------------------------------- 19) Martha's Bay Obtain: Go northeast of where we got # 17 and slash the bush there for a Secret Seashell. ----------------------------------------------------------------------- 20) Tal Tal Mountain Range Obtain: From the Wind Fish's egg go south twice and then right. Take the ladder up, enter the cave, and go through it. When you exit, go right until you reach deep water. Swim right in it and you'll find yourself a cave. Enter it and you'll see shallow water covering the place, save one dry spot. Bomb the wall that the dry spot borders and go north to a new room. Take the stairs and go south. In the chest puzzle here, you can get at most 80 rupees. When you exit the cave to the south, open the treasure chest for a Secret Seashell. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- As you've seen, all of the Secret Seashells except for # 6 and # 11 can be gotten at any point in the game, provided you have the right items. That is, it is possible to make it impossible for you to get # 6 and # 11. To get around this, there are two alternate Secret Seashells I'll list here. ----------------------------------------------------------------------- 21) Tal Tal Mountain Range Obtain: Follow the instructions of Secret Seashell # 20 until you reach the deep water. There, take the ladder up. Now go left twice, north, and then east twice. Lift the rocks here for a Secret Seashell. ----------------------------------------------------------------------- 22) Yarna Desert Obtain: When you fall into the quicksand, go right and exit the cave. Hug the right wall and go south to find two rocks. Lift them and claim the Secret Seashell beneath them. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And those are the 22 you can get after Angler's Tunnel. But, if you want to get the other four, I'll give you hints. In Face Shrine (the place, not the dungeon), you can find some Armos statues. Under one is a staircase, and the chest contains a Secret Seashell. In Face Shrine the dungeon, you can surface in Rapid Rides by using a staircase on the left side to find a chest containing a Secret Seashell. In Eagle's Tower, if you fall to 1F from the room of 2F where the tiles fly at you on the west side, go north to a chest containing a Secret Seashell. The final Secret Seashell can be found only when you have the Flying Rooster. Left of Kanalet Castle is a pit you can never pass. Fly over it with the Flying Rooster and take the stairs down. Open the treasure chest down there for a Secret Seashell. And that's how you get every single one, I just didn't feel like writing them all down's all. No, but seriously, the list is intended to be used before Level 6, which is why I didn't include the final four. The reward for getting twenty of these items is a great one. Go to Seashell Mansion and pass through the bars. Down drops the L-2 Sword, the ultimate weapon in terms of offense. It is great, truly. ======================================================================= ==========================The Trade Sequence*========================== ======================================================================= The barter system is alive and thriving on Koholint Island. Throughout the game you'll need to trade items to progress the plot. There are similar trading sequences in most other Zelda games, but this is the one that started it all. There are fourteen steps to the trade, and I'll list them below. ----------------------------------------------------------------------- 1) Yoshi Doll Obtain: Start the trade off by going to the Trendy Game in Mabe Village. When playing, move the crane so that it is above the Yoshi Doll in the center and then lower the crane so that the tips of the crane are between the two tracks moving around the game board. You should pick up the Yoshi Doll. In the Super Mario Bros. games, Yoshi is the trusty dinosaur steed of Mario and Luigi. ----------------------------------------------------------------------- 2) Ribbon Obtain: Go north of the shop in Mabe Village and go left. Enter the house here. It belongs to the Quadruplet Family, so called because they had four children at once. Give the mother the Yoshi Doll to entertain her children and she'll give you a Ribbon. ----------------------------------------------------------------------- 3) Dog Food Obtain: Go to Madam MeowMeow's house and enter by the right door to a dog house. Talk to the Chain Chomp here and they'll give you their Dog Food for the Ribbon. ----------------------------------------------------------------------- 4) Bananas Obtain: In Toronbo Shores you'll find an alligator named Sale living in a house along the northern border. He'll eat anything, especially canned food. Give him the Dog Food and he'll eat it, can and all, in one gulp. In exchange for a delicious meal he gives you Bananas. ----------------------------------------------------------------------- 5) Stick Obtain: Right two screens from Kanalet Castle's gate is Kiki the monkey. Talk to him and he'll go nuts for your Bananas. Summoning his monkey brethren, they construct a bridge to Kanalet Castle in exchange for the delectable food. They have a spare stick; go pick it up. ----------------------------------------------------------------------- 6) Honeycomb Obtain: When you enter Ukuku Prairie, go right, north, and right to find Tarin. He wants to see your stick. He uses it to poke a beehive, which is pretty dumb on his part. The bees fly out and chase him back to Mabe Village, but they also leave a Honeycomb behind. Take it. ----------------------------------------------------------------------- 7) Pineapple Obtain: Go to Animal Village. In the southeast corner is the home of Chef Bear, who is all out of honey. Add a Honeycomb to his inventory and he'll have enough for the recipe. He gives you the Pineapple in return. ----------------------------------------------------------------------- 8) Hibiscus Obtain: From the Wind Fish's Egg, go south twice and right once. Climb the ladder to find a cave. Pass through it and go right when you emerge. The man on the tier above you is our next trading partner, but we cannot reach him as of now. Enter the cave here and walk north to a staircase. Go south to find Papahl, the father figure in the Quadruplet Family. He's been lost for a while now and he's starving. Give him the Pineapple and he'll thank you with a Hibiscus. ----------------------------------------------------------------------- 9) Letter Obtain: Go to the northeast corner of Animal Village. A goat here is an expert of love and believes that the Hibiscus is the best flower in courtship. Give it to him and he'll ask another favor of you. He gives you a Letter to Mr. Write north of Mysterious Woods. It's your job to deliver it. ----------------------------------------------------------------------- 10) Broom Obtain: In Mysterious Woods, go left one screen from where you got the Tail Key. Hop the pit here and enter the house to find the wacky Mr. Write (his house is marked on your map as "Weird Mr. Write"). He opens the letter, which happens to have a picture of Princess Peach, yet another Super Mario Bros. cameo. As payment, he gives you a broom. ----------------------------------------------------------------------- 11) Fishing Hook Obtain: Outside of the goat's house in Animal Village is Grandma Ulrira, the loudmouth wife of the man that calls you in the telephone booths. Her broom wore out, and she'll be happy to take yours. You receive a Fishing Hook in return. ----------------------------------------------------------------------- 12) Necklace Obtain: Swim right and then south of Catfish's Maw. Swim under the bridge here by diving. A fisherman lives here and he can't catch a thing without his hook. Give him the Fishing Hook and he'll give you his next catch. The expert fisherman shows you his fishing prowess by catching a Necklace. ----------------------------------------------------------------------- 13) Scale Obtain: North of Catfish's Maw is Martha, the mermaid that Martha's Bay is named after. She's lost her Necklace, and you happen to own it. Give it back to her and she'll let you pluck a scale from her tail. ----------------------------------------------------------------------- 14) Magnifying Lens Obtain: Go south of the entrance to Animal Village and you'll reach a bridge. South of it is a gap. Hookshot to the rock to the left and go north to a mermaid statue. One scale is missing, and you have it. Put it on and it slides over. Take the stairs down and go north quickly. If you linger, invisible foes will attack you. Pick up the Magnifying Lens here and you'll be able to see invisible enemies. Also, you'll be able to read a book in the library you previously could not. The Magnifying Lens is an early version of the Lens of Truth, which does the same things. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And that's how the Yoshi Doll became the legendary Magnifying Lens, grasshopper. It is important to two very important causes. ======================================================================= ==========================Secrets and Tricks*========================== ======================================================================= Here I shall compile all the cool things in the game, as well as upgrades and the like. Of course, I'll list upgrades first. +---------------------+ | The Boomerang | +---------------------+ You can get this only after you've gotten the Magnifying Lens, which can be gotten after Catfish's Maw. From Sale's House O' Bananas, jump off the ledge to the south and go right. Immediately you'll notice that the wall here can be bombed. Enter it and you'll see a Goriya. It found your Boomerang on the shore and will trade it to you for whatever B item you have selected. Trade your Shovel for it (or anything else, but it would be stupid) and you'll have the Boomerang, capable of killing many enemies in one shot (like the final boss). If you ever want your B item back, just trade the Boomerang back to him. +------------------------+ | The Bomb Upgrade | +------------------------+ In Mysterious Woods, you can lift a rock south of where the tunnel surrounded by three boulders is. This reveals a staircase. Take it down to see an altar. Sprinkle Magic Powder on it and a bat rises. To "punish" you for waking it up, the bat will force you to carry more bombs. How diabolical! Where before you could hold 30, you are now able to carry sixty. Thanks a lot! +-------------------------+ | The Arrow Upgrade | +-------------------------+ In Martha's Bay you'll find a screen filled with bushes that is two screens south of Catfish's Maw. Here, use the Magic Rod to destroy the bushes to the right and then use the Pegasus Boots/Roc's Feather combo to leap over the gap. Take the stairs down to a cave. Swim left to a staircase that leads to the surface. Go west and walk down these stairs to find an altar. Sprinkle Magic Powder on it and a bat pops out. Like the previous, this bat curses you by making you carry more stuff. Now you can carry sixty arrows. Neat-o. +--------------------------------+ | The Magic Powder Upgrade | +--------------------------------+ Along the path to Turtle Rock you'll find a chest containing 50 rupees. Lift the nearby stone to find a staircase. It's another altar. Sprinkle some of that Magic Powder in it and the bat comes up. You're so annoying! You keep waking him up, jerk. Anyways, this time he forces you to carry 40 Magic Powder servings at a time. It's actually a great curse. He sure is (giggle) batty! Oh, I'm punny. +-----------------+ | L-2 Sword | +-----------------+ This isn't a guide to getting it, but you can get a sword upgrade if you collect twenty Secret Seashells. See that section for the details. +------------------------+ | Alternate Ending | +------------------------+ If you beat the game without losing a single life, you'll see Marin flying over the skies when you see the "The End." +-----------------------+ | Alternate Music | +-----------------------+ To hear alternate music, simply name your character ZELDA, all caps. This is a code in most Zelda games. It's not that noticeable, but it's a welcome addition. It's only on the File Select Screen. +---------------------+ | The 000 Trick | +---------------------+ To prevent ever losing a life, press A and B right after you lose all health. Since Link doesn't die instantly, you'll be able to save and quit before you die. Best of all, though, is that the death won't be counted on your record. +-----------------+ | The Thief | +-----------------+ You can steal items from the shop. I suggest doing it only for the Bow, which can be extremely costly otherwise, unless you have 980 rupees to throw around. However, I must warn you about two things. First, the shopkeeper will kill you the next time you enter the shop (Star Wars Episode Six Emperor-style) with a bolt of lightning. He's got mad powers, man. Second, everyone will call you THIEF instead of your regular name. If you still want to be a shoplifter, pick up and item and stand north of the clerk. Make sure he turns his head toward you. Now run to the left and go down out the door with the item in hand. If all goes well, the clerk won't turn his head in time and you'll make out like a bandit. +------------------------------+ | The Money-Saving Trick | +------------------------------+ When you purchase a very expensive item - the Shovel or the Bow - you can save rupees afterward. Press A, B, Start, and Select quickly to save the game and then save and quit. If you're quick, you'll cut off the rupee-draining period and save yourself a ton of money. +-------------------------+ | The Missile Trick | +-------------------------+ If you have the Bow and Bombs selected, you can have your bomb ride on your arrow to give it a missile effect by pressing both A and B at once. You need to get one Piece of Heart. +-----------------------------------+ | The Early Turtle Rock Trick | +-----------------------------------+ Normally, you cannot enter Turtle Rock because a wall of flame prevents you from passing unless you have the Mirror Shield. Well, you can enter early if you have some Secret Medicine purchases from Crazy Tracy. When you die due to the flames, you'll be transparent and immune to pain for a while. You'll be able to walk through the flame for a few seconds. Doing this, you can enter Turtle Rock before beating the sixth dungeon. Of course, it isn't really that useful... +-------------------------------------+ | The Rooster & Boomerang Trick | +-------------------------------------+ When you have the Flying Rooster and the Boomerang, throw the Boomerang and quickly lift the Flying Rooster. The Boomerang will follow below you while you fly. It's a safe way to kill enemies in a screen. +----------------------+ | Cucco Invasion | +----------------------+ This is a great Zelda trick introduced in A Link to the Past. If you keep slashing a Cucco, the chickens around Mabe Village, hordes of them come to beat the living daylights out of you. Exit the screen or run inside a building to stop their onslaught. +------------------------------+ | The Strange Song Trick | +------------------------------+ If you play Ballad of the Wind Fish by Pols Voices, the bunny ear enemies, they will explode. +----------------------------+ | Marin Dialogue Trick | +----------------------------+ You can make special events and certain script occur that you'd normally pass up. Namely, when Marin is following you, try doing many things. She's a card, really. Try playing the Trendy Game, digging, playing the Ocarina, slash chickens, fall down the well on the west side of town, and breaking pots. What a freak... +------------------------------------+ | The Boss Battle Sequel Trick | +------------------------------------+ This happened to me while fighting Evil Eagle. When you beat Evil Eagle, if you fall off the tower before it is done exploding, you'll have to fight it again. However, the boss music isn't playing as if you beat it but didn't take the Heart Container yet and the cinema with Grim Creeper doesn't play. I'd imagine that this works with other bosses, too. +-------------------------+ | Spin Attack Sound | +-------------------------+ Below is a tip sent in by Gokusupersaiyn4 via e-mail. It is slightly edited, mind you. "After you get the Power Bracelet from Level 2, you can set your Sword to A and the Power Bracelet to B (and vice versa) and hold your sword for a spin attack, but right before you do a spin attack, pick up a stone (while still holding the a button) and you'll here the spin attack sound like you already did a spin attack, but your sword isn't charged and you don't do a spin attack." Those are all the significant tricks. Let them serve you well. Note that I'm not interested in adding to this list. ======================================================================= =============================Enemy Index*============================== ======================================================================= Enemies are one awesome part of Zelda games. This game has lots of new enemies and quite a few one-timers, too. Here, I'll list all enemies and mini-bosses, but not the bosses. I like to be surprised when I face bosses, and I'm sure the same is true of yourself. The setup is as follows. ----------------------------------------------------------------------- Enemy Name Location: Notes: ----------------------------------------------------------------------- And now for the list. It's alphabetized, of course. It's a hobby of mine. Note that the Boomerang can beat most enemies, and I will not mention it for all of them. ----------------------------------------------------------------------- Ache Location: Turtle Rock Notes: Because they're Keese-like, they fire fireballs, and they slightly resemble Aches from Adventure of Link, I call these monsters Aches (although they may well be Vires). Slash them twice and they separate into Keese. They can launch fireballs and fly over the wall to reposition itself. ----------------------------------------------------------------------- Anti-Kirby Location: Eagle's Tower Notes: This may or may not be their actual name, but I call them this for lack of a better title. Very rare, these enemies suck you into their mouths and are just like Kirby. To beat them, let them suck in a bomb or use the Magic Rod, not that you'd have the Magic Rod in Eagle's Tower, of course. ----------------------------------------------------------------------- Arm-Mimic Location: Dream Shrine Notes: These are rare enemies found in a few dungeons that I didn't list, namely because there are so few of them. The L-2 Sword can beat them instantly, but you must dash through them with the Pegasus Boots if you have any hopes of beating them with an L-1 Sword. They mimic your movements. ----------------------------------------------------------------------- Armos Location: Face Shrine Notes: Armos are statue warriors that inhabit the southern region of Face Shrine. They are generally peaceful, but some come to life when you touch them. You can either bomb them, shoot them with arrows, or use the Boomerang to beat them. ----------------------------------------------------------------------- Armos Knight Location: Face Shrine Notes: In the southern part of Face Shrine is a monster that guards the Face Key. It slowly hops toward you and is covered in armor. To beat this A Link to the Past enemy, shoot arrows at it. After a few the armor will come off. A few more and the helmet busts. The last few defeat it. ----------------------------------------------------------------------- Ball & Chain Soldier Location: Kanalet Castle Notes: One of the soldiers in Kanalet Castle has a ball and chain, which it swings around to do massive damage. To take a Gold Leaf from it, shoot it with arrows. Two of them do the trick. ----------------------------------------------------------------------- Battle Bat Location: Eagle's Tower Notes: There are eight Battle Bats, six of which fought Link. Under the guidance of the Grim Creeper, they fly at Link in formation and you must defeat all six at once to keep them down. The other two were destroyed with Grim Creeper in the boss battle. ----------------------------------------------------------------------- Beamos Location: Eagle's Tower, Turtle Rock Notes: These are those black cylinders that spin around and shoot lasers. They cannot be beaten, but you can block their laser attacks with the Mirror Shield. ----------------------------------------------------------------------- Beetle Location: Ukuku Prairie Notes: Coming from some pits in the prairie are tiny spider enemies. They're endless and insignificant; I wouldn't bother sticking around. ----------------------------------------------------------------------- Blaino Location: Turtle Rock Notes: He's the mini-boss of Turtle Rock. Blaino spends all his time boxing, but he made a mistake when he picked a fight with Link. To beat him, quickly run in and hit him on his sides. Facing him and using a Spin Attack works well. ----------------------------------------------------------------------- Bloober Location: Water Notes: These are mixes of octopuses and squids, very similar to Bloopers in the Mario series. VERY similar. Yes, the Wind Fish must have been a Mario junkie. Slash them to beat them. ----------------------------------------------------------------------- Bomber Location: Martha's Bay, Tal Tal Heights Notes: The western region of Koholint Island is home to many flying mushrooms that drop bombs. They can be hard to beat and I'd just run. ----------------------------------------------------------------------- Bombite Location: Key Cavern Notes: Obviously copies of Bob-ombs from the Super Mario Bros. games, Bombites come in two types. One type ricochets around the room before exploding, while the other counts down to three while following you before exploding. To trigger the explosion, slash them. ----------------------------------------------------------------------- Boo Buddies Location: Bottle Grotto Notes: The two Ghinis that guard the Power Bracelet in Bottle Grotto are known as the Boo Buddies Light the torches in the room and they become solid, allowing you to finish them with your sword. ----------------------------------------------------------------------- Bubble Location: Various Notes: The name is derived from the Adventure of Link enemy that is very similar to this monster. These are skulls that ricochet around the room to hurt you, kind of like Sparks. Sprinkle Magic Powder on one for a Fairy. ----------------------------------------------------------------------- Buzz Blob Location: Koholint Prairie, Martha's Bay Notes: In some regions of Koholint Island you can find green creatures that will electrocute you if you slash them. I'd just avoid them, but if you must kill one, stun it and slash (Hookshot, for instance) or beat it with projectiles. ----------------------------------------------------------------------- Cheep-Sheep Location: Water Notes: Yes, this is a total copy of the Cheep Cheep from Mario games. However, they slightly changed the name and they have a new enemy for Link's Awakening. Cheep-Sheep jump out of the water occasionally and are also found in 2D screens. Use your sword to beat them. ----------------------------------------------------------------------- Crab Location: Toronbo Shores Notes: A rare find indeed, Crabs that roam around and attack enemies. They move faster horizontally than vertically. Slash them to beat them, although you'll have few encounters with them at best. ----------------------------------------------------------------------- Crow Location: Tabahl Wasteland, Kanalet Castle Notes: These are somewhat rare enemies. They fly at you and will give you a thrashing if you don't kill them. In other words, slash them because they're tough to run from. One in Kanalet Castle holds a Gold Leaf in its possession. You must throw a rock at it before it stirs. ----------------------------------------------------------------------- Cucco Location: Mabe Village Notes: This is not an enemy, but they can attack you. Attack the chickens in Mabe Village and hordes of them come after you. If you want, burn them to death with the Magic Rod, although I wouldn't try to fend off the army of chickens. ----------------------------------------------------------------------- Cue Ball Location: Angler's Tunnel, Turtle Rock Notes: Cue Ball was an early Big Octo for the Zelda series. Each time you fight him, there's an arena of water or lava with a block in the center. Cue Ball dashes around the room to attack you. To beat him, slash his head. I recommend you use the Pegasus Boots in the first fight, but that you just stand in the corner with an extended sword in the second bout. ----------------------------------------------------------------------- Cukeman Location: Koholint Prairie, Martha's Bay Notes: If you sprinkle Magic Powder on a Buzz Blob, it turns into a glasses-wearing freak. It started in A Link to the Past, but now they are "advanced." You can talk to it and it says random stuff that makes perfect nonsense. It behaves much like the Buzz Blob, too, in terms of electrical defense. ----------------------------------------------------------------------- Dodongo Snake Location: Key Cavern, Face Shrine, Turtle Rock Notes: Dodongo Snakes are long, black-versions of the Dodongos from The Legend of Zelda. You must throw or set three bombs in their mouths, and they always come in pairs. A duo of Dodongo Snakes was the mini- boss of Key Cavern. ----------------------------------------------------------------------- Flying Octorok Location: Ukuku Prairie Notes: These creatures are winged versions of Octoroks. They spit rocks like their cousins but they have wings and jump around when you try to slash them. Spin Attacks, dashing, and projectiles are all good weapons. ----------------------------------------------------------------------- Gel Location: Various Notes: When you slash a pink Zol with the L-1 Sword, two smaller Zol- like creatures called Gels pop out. They cannot hurt you, but they can cling onto you (which makes you move slowly and prevents use of your sword and other items). One slash will kill it. Also, one Zol in Key Cavern surrounds itself with Gel-shields. ----------------------------------------------------------------------- Ghini Location: Cemetery Notes: When you touch the surface of a tombstone, a Ghini comes out. It takes many hits but you should beat it anyways if you don't plan on running. ----------------------------------------------------------------------- Giant Buzz Blob Location: Secret Dungeon Notes: In the Secret Dungeon in Link's Awakening DX, you'll fight this monster. It can generate huge amounts of static electricity to harm you. ----------------------------------------------------------------------- Giant Ghini Location: Cemetery Notes: One particular grave in the Cemetery unleashes a Giant Ghini, which can be beaten like the smaller versions for a Fairy. ----------------------------------------------------------------------- Giant Goponga Flower Location: Goponga Swamp Notes: These are rare and can be defeated in any one of three ways. The first is to use BowWow, the regular way, after rescuing him from the Moblins. You can also Hookshot them or use the Magic Rod. ----------------------------------------------------------------------- Gibdo Location: Turtle Rock Notes: Taking three hits of the L-2 Sword, these mummies do not flinch or fly backward when you hit them. Therefore, you should not stay stationary when fighting them. ----------------------------------------------------------------------- Gohma Location: Catfish's Maw Notes: There are only two on all of Koholint Island. A pair of these was the sub boss in Catfish's Maw. Like in The Legend of Zelda, their weak point is their eye, which they keep closed often. Stand near them and they will occasionally open it to fire fireballs at you. At that time, either slash their eye, Hookshot their eye, or shoot their eye with arrows. ----------------------------------------------------------------------- Goomba Location: Various Notes: In many 2D screens, as well as the top floor of Eagle's Tower, Goombas roam around aimlessly. They are from the Mario series (indeed, they were Mario's first common enemy) and can be defeated in a similar fashion - jumping. Of course, just about anything else works, too. ----------------------------------------------------------------------- Goponga Flower Location: Goponga Swamp Notes: Like their big brothers, these are swamp-dwelling plants weak only to BowWow, the Hookshot, and the Magic Rod. A group of them blocks the entrance to Bottle Grotto. ----------------------------------------------------------------------- Goriya Location: Toronbo Shores Notes: Not quite an enemy, but there is a Goriya in Toronbo Shores. It hides in a cave there and you can see it only when you have the Magnifying Lens. It will trade you a Boomerang it has for whatever you've got selected for B, making the Shovel a trade item. If you want it back, simply trade it again. ----------------------------------------------------------------------- Great Moblin Location: Tal Tal Heights Notes: The Great Moblin is responsible for kidnapping BowWow, Madam MeowMeow's dog. Why, we will never know. This crime ultimately cost Great Moblin his life because Link went to rescue BowWow, who would aid him in entering Bottle Grotto. The Great Moblin was much larger than normal Moblins and shot arrows. These distracting arrows let him charge Link bull-style. However, if you move, he'll ram into the wall and be stunned, completely vulnerable to attack. Great Moblin also appears in Oracle of Ages, which is where I got the name from. ----------------------------------------------------------------------- Grim Creeper Location: Eagle's Tower Notes: Grim Creeper was master of eight Battle Bats and the boss of Eagle's Tower, all of which he controlled to fight Link. Grim Creeper died with the boss of the tower. ----------------------------------------------------------------------- Hardhat Beetle Location: Dungeons, Caves Notes: Black creatures that slide around the room, Hardhat Beetles are invincible. The only way to beat them is to slash them (pushing them backward) into pits. ----------------------------------------------------------------------- Hinox Location: Bottle Grotto, Eagle's Tower, Turtle Rock Notes: A pathetically easy Cyclops is an accurate description of Hinox. It throws bombs around the room, and may lift you up to toss you across the arena. However, he can be slashed repeatedly to be beaten in under ten seconds, especially when you wield the L-2 Sword. ----------------------------------------------------------------------- Kanalet Soldier Location: Kanalet Castle Notes: An insane band of servants to the king of Koholint Island, long since powerless, they tried to capture Richard, the heir to the throne, but failed. They took his Gold Leaves knowing that they were valuable to him and Richard deployed Link. They are nearly the same as Moblins, and should be fought as such. There are only two variations of the Kanalet Soldier - the Mad Bomber and the Ball & Chain Soldier. ----------------------------------------------------------------------- Iron Mask Location: Dungeons Notes: They stop appearing after Catfish's Maw because they would be pointless afterward. With iron masks, they are vulnerable only on their backs. Slash there or use the Hookshot to pull off their masks, making them the equivalent of Zols. ----------------------------------------------------------------------- Keese Location: Various Notes: Keese are bats. They usually hide in dark areas and fly at you in random patterns. One slash beats them. ----------------------------------------------------------------------- Lanmola Location: Yarna Desert Notes: The guardian of the Angler Key is a long snake-like creature that appeared in A Link to the Past as a boss. It's quite easy to beat. First, the arena is filled with quicksand; do not fall into the center. To hurt it, slash its head when it pops out. ----------------------------------------------------------------------- Leever Location: Toronbo Shores, Yarna Desert, Tal Tal Mountain Range Notes: Leevers are sand-dwelling creatures that poke their heads out of sand and shift through it. They attack by bumping into you, which makes them easy to slash. ----------------------------------------------------------------------- Like Like Location: Various Notes: Like Likes are fairly scarce, but they have the potential to really frustrate you. They can eat the Wooden Shield, which forces you to buy a replacement at the shop. They cannot eat the Mirror Shield, though. ----------------------------------------------------------------------- Mad Bomber Location: Kanalet Castle Notes: One Kanalet Soldier has found himself six holes and uses tunnels to travel between them and throw bombs at pedestrians. He holds a Gold Leaf, meaning that you must beat it. Stand with a charged sword for a Spin Attack and wait for it to emerge. If you're fast enough, you can slash it a few times and it will die. ----------------------------------------------------------------------- Mask-Mimic Location: Bottle Grotto, Face Shrine Notes: These are identical to Shy Guys from the Super Mario series. They mimic your moves and are protected in the front, kind of like a cross between an Iron Mask and an Arm-Mimic. To defeat them, lure them behind you and stand back-to-back, then use a Spin Attack to hit them. ----------------------------------------------------------------------- Master Stalfos Location: Catfish's Maw Notes: Master Stalfos was obviously based on the Skeleton Knights from A Link to the Past. It's a giant Stalfos with sword and shield that stole the Hookshot from its chest. When Link beats it for the fifth time, he receives the Hookshot. Master Stalfos can be slashed at the sides, which causes him to collapse. Bomb his remains to do damage. Repeat this until he flees or explodes, depending on which battle you're fighting. ----------------------------------------------------------------------- Mini-Moldorm Location: Various Notes: Moldorms are black worms that randomly move around the screen. They are weak to sword attacks. ----------------------------------------------------------------------- Moblin Location: Mysterious Woods, Tal Tal Heights Notes: Classic Zelda enemies, Moblins will either throw spears at you (possibly arrows; I can't tell), fight you with swords, and may have shields. Regardless of this, they're total pushovers. Slash them twice with the L-2 Sword and they're history. ----------------------------------------------------------------------- Monkey Location: Toronbo Shores Notes: One monkey in Toronbo Shores throws coconuts at you. Just avoid it as it's hardly worth mention. ----------------------------------------------------------------------- Mutt Location: Mabe Village Notes: Some dogs in the village attack if attacked. Although you should just steer clear of them, you can kill them with the Magic Rod. ----------------------------------------------------------------------- Octorok Location: Toronbo Shores Notes: Octoroks have appeared in every Zelda game to date. They shoot rocks at you, which can be blocked with your shield. A single swipe of the sword will beat them. ----------------------------------------------------------------------- Pairodd Location: Key Cavern Notes: These are weird monsters in Key Cavern that can warp around the room. They always warp to the same spots which means that you should run to the other spot as soon as they warp to catch them off-guard. ----------------------------------------------------------------------- Peahat Location: Angler's Tunnel Notes: Peahats are quite uncommon. Like in The Legend of Zelda, they can only be defeated by a sword attack when they are stopped completely. Otherwise, they're invincible while spinning. ----------------------------------------------------------------------- Pincer Location: Ukuku Prairie Notes: Inhabiting a few holes of Ukuku Prairie are Pincers. I run from them, but you can slash their heads when they lunge at you if you'd like. ----------------------------------------------------------------------- Piranha Plant Location: Various Notes: In early 2D screens, we saw more Mario enemies. This time, it's a Piranha Plant. They pop out of pipes, just like in their home games. Slash them or jump over them. ----------------------------------------------------------------------- Pokey Location: Yarna Desert Notes: Although Zelda purists might argue that these enemies are rightfully Geldarms, Pokeys are rare enemies found in Yarna Desert. Just avoid these, although you can slash them if you choose. ----------------------------------------------------------------------- Pols Voice Location: Bottle Grotto, Face Shrine Notes: These bunny-eared ghosts are very strange. If you play Ballad of the Wind Fish on the Ocarina, they explode. Otherwise, bomb them, shoot them, or throw pots at them. ----------------------------------------------------------------------- Rolling Bones Location: Tail Cave, Turtle Rock Notes: This was the sub boss of Tail Cave, but it made it to Turtle Rock to face Link one more time. It tosses a spiked cylinder around the room to hurt you. Jump over it with Roc's Feather and slash the beast until you've won. ----------------------------------------------------------------------- Sea Urchin Location: Toronbo Shores Notes: Sea Urchins are spiky black objects that look like they're from Kirby games. One slash does them in, although you can move them by pressing against them with your shield. ----------------------------------------------------------------------- Smasher Location: Face Shrine, Turtle Rock Notes: It looks just like Rolling Bones, but it has a different strategy. Smasher pelts a huge ball at Link to attack, but his greatest attack is also his greatest weakness. Lift the ball with the Powerful Bracelet and throw it back at Smasher. Four hits beats the thing. If you can, aim the ball so that it bounces off Smasher right in front of you. That makes the battle very short. ----------------------------------------------------------------------- Snake Rope Location: Various Notes: Although I call them Ropes throughout the entire guide, Snake Ropes are snake creatures that charge at you should you fall into their line of sight. Slash them before they reach you to beat them. ----------------------------------------------------------------------- Spark Location: Various Notes: Rotating about objects, mostly walls, Sparks are balls of electricity that can be beaten with only one item. That's the Boomerang, and it is worth it. Hit a Spark with a Boomerang and a Fairy results. ----------------------------------------------------------------------- Spiked Beetle Location: Tail Cave, Bottle Grotto, Angler's Tunnel Notes: They sidle left and right very quickly, but they move vertically very slowly. They have spiked on their heads and must be defeated by flipping them with your shield. Then attack their undersides. ----------------------------------------------------------------------- Spiny Beetle Location: Various Notes: Hiding under some hedges or rocks are Spiny Beetles. You must first slash/lift their covering and then attack their vulnerable bodies. They're kind of like hermit crabs. ----------------------------------------------------------------------- Stalfos Location: Various Notes: These are skeletal enemies that are found in many dungeons and parts of Tal Tal Mountain Range. The basic type of Stalfos jump, some throwing bones at you. The more advanced type are hooded and I refer to them as Stalfos Knights throughout the guide. Stalfos Knights are just like Moblins. ----------------------------------------------------------------------- Star Location: Angler's Tunnel, Catfish's Maw Notes: Stars are similar to starfish, only they bounce around the room. Slash them to kill them. ----------------------------------------------------------------------- Stone Hinox Location: Secret Dungeon Notes: The Stone Hinox is a tougher version of the Hinox. It's made of stone and is found only in the Secret Dungeon in Link's Awakening DX. ----------------------------------------------------------------------- Takkuri Location: Tal Tal Mountain Range Notes: Along the path leading to Turtle Rock are a bunch of Crow-like enemies. They are simply stronger versions of them, stronger versions that I advise against fighting if you can help it. ----------------------------------------------------------------------- Tektite Location: Tal Tal Heights, Tal Tal Mountain Range Notes: Jumping around the place are Tektites, which look like upside- down U's with eyes. They are actually similar to spiders and should be fought with the sword, obviously. ----------------------------------------------------------------------- Three of a Kind Location: Bottle Grotto, Eagle's Tower Notes: Ugh. I hate these, and you do too if you know what's good for you. There are three and they each have alternating spades, hearts, clubs, and diamonds on their chest. Slash one and it will freeze with the sign on its chest. Hit the others and, if they all match, they explode. ----------------------------------------------------------------------- Thwomp Location: Dungeons Notes: In quite a few 2D screens you'll find Thwomps, giant stones that come crashing down on you when you're close. You cannot beat them, but you can dash under them or walk past them when they're rising. They also come in smaller versions called Thwimps. It's a Mario enemy, too. ----------------------------------------------------------------------- Turtle Rock Location: Tal Tal Mountain Range Notes: Blocking the entrance to Turtle Rock, the dungeon, is a giant fossilized dinosaur. Play Frog's Song of Soul to resurrect it and then slash its head repeatedly to beat it. It's kind of mean bringing something to life just to kill it... And it was really easy, too. ----------------------------------------------------------------------- Vacuum Location: Various Notes: These either suck or blow air, and can be defeated with sword slashes, bombs, and various other items. They are often found in rooms with holes. ----------------------------------------------------------------------- Water Bug Location: Angler's Tunnel, Catfish's Maw Notes: Gliding on water, these are somewhat rare enemies. They take one slash and look exactly like their A Link to the Past counterparts. ----------------------------------------------------------------------- Wizzrobe Location: Face Shrine Notes: Wizzrobes appear, cast a spell, and shortly vanish before reappearing to repeat the process. Lay a bomb by them so that they feel the explosion when they reappear, or shoot them to death. ----------------------------------------------------------------------- Zol Location: Various Notes: Sometimes, Zols jump out of the ground when you walk by. They are round creatures that can be beaten with a single slash of the sword. If you slash a red one with the L-1 Sword, it will split into Gels. Also, one Zol in Key Cavern surrounds itself with Gels as shields, although hardly effective. ----------------------------------------------------------------------- Zola Location: Water Notes: Violent female members of the Zora race are known as Zola. Zola rise from water and shoot a fireball at you. Block it with your shield, dive underwater, or just move. ----------------------------------------------------------------------- Zombie Location: Koholint Prairie, Cemetery Notes: Zombies are earlier Redeads in the Zelda world. They rise up endlessly to fight you, although they can be beaten individually with one sword attack. ----------------------------------------------------------------------- ----------------------------------------------------------------------- ----------------------------------------------------------------------- And that's a wrap. Yep, there are a lot of enemies in this game. I'd even go so far as saying that this game has the most enemies in it (including bosses). A few names here and there might by incorrect (specifically, Ache, Bubble, Water Bug), but I tried to classify every enemy. If something exactly the same appeared in a previous or future game, it was classified that way. A big thanks to Zelda.com/universe for all these names. Really, their encyclopedia helps in the case of Link's Awakening because they have more Link's Awakening entries than anything else, but they have lots of wrong entries. Thanks anyways. ======================================================================= ==========================The Zelda Timeline*========================== ======================================================================= Because I like it the best of all my timelines (they all have the same order of games, but I think that this one explains it the best), I'll put my generic timeline below. I love timeline e-mail; argue with me to your heart's content. Note: Reading this might spoil the endings for a few of the Zelda games. Read only if you know what happens in each, because I need to draw from important game events to make the timeline. Read at your own risk. The Legend of Zelda is a series of twelve separate games at the present time. Since these games were not released in an order that made sense, many people argue with one another about just how it should be organized. That's what this timeline is here for - to express my views on the subject. I think that the series in bad need of better organizing. Many timelines are awful and don't make sense. The timeline must abide by certain rules. But before that, here's a list of every Zelda game that either was new when it was released or had something new on it. The Legend of Zelda 1987 for the NES Zelda II: The Adventure of Link 1988 for the NES The Legend of Zelda: A Link to the Past 1991 for the SNES The Legend of Zelda: Link's Awakening 1993 for the GB The Legend of Zelda: Ocarina of Time 1998 for the N64 The Legend of Zelda: Majora's Mask 2000 for the N64 The Legend of Zelda: Oracle of the Ages 2001 for the GBC The Legend of Zelda: Oracle of the Seasons 2001 for the GBC The Legend of Zelda: A Link to the Past/Four Swords 2002 for the GBA The Legend of Zelda: Ocarina of Time/Master Quest 2003 for the GCN The Legend of Zelda: The Wind Waker 2003 for the GCN The Legend of Zelda: Four Swords Adventures 2004 for the GCN The Legend of Zelda: The Minish Cap 2005 for the GBA Note that these release years are all North American. First, notice that A Link to the Past and Ocarina of Time are listed twice. This is because those games had a new game on them when they were re-released. Ocarina of Time had Master Quest, which was a harder version. Master Quest has the same events in it as Ocarina of Time, so it will not be counted. A Link to the Past was re-released with a multi-player game called Four Swords. Link's Awakening DX does not count because it only included an extra dungeon. It is an actual game, and it shall be counted. As I said, there are a few rules one must follow when making their timeline. Here are common errors people make. First, what Link or anyone else looks like has nothing to do with the chronological scheme of things. Wind Waker Link was a very popular look so Nintendo showed him that way in a few extra games. This doesn't make Link different. Secondly, items (unless they are extremely important, like the Master Sword) do not determine anything. That is, whether Ganon used his trident in one battle or not does not give us a good timeline. Third, there is only one timeline. Many people think that there are two (the Alternate Timeline Theory) because Link time-traveled in Ocarina of Time. If you think about it, this is a really stupid theory. After all, at the end of Ocarina of Time, Zelda sends Link back to relive the seven years of his childhood that he lost (to quote Zelda exactly, "Link, give the Ocarina to me... As a sage, I can return you to your original time with it."). It is as if the latter part of Ocarina of Time never happened. Fourth, there will be no dates. Many people try to use dates in their timeline and that is completely false. Fifth, comic books have no bearing on the timeline. Sixth and foremost, if it's not in the game or the manual, then it is speculation and it doesn't count. For instance, one could add tons of different events that weren't in the games or manuals and connect things together (like Ganon revivals, descendants, and other "events"). Now we can truly start. This is quite anticipated because everyone wants to know how Minish Cap is placed on the timeline. Remember that the timeline tries to string the games together in an order that makes sense for the existing games only. It will be modified should a new game be released. Note: In my timeline, it is very important to remember that Link did not have the Triforce piece of Courage at the end of Ocarina of Time, nor Zelda or Ganon theirs. He had it when he was an adult, but Zelda sent him back to the past "to regain his lost years." Even if you do disagree with this for whatever reason, it wouldn't matter (if he did, Link would lose the Triforce of Courage in Majora's Mask due to what the King of Red Lions says in Wind Waker). Also, the timeline focuses a lot on Ganon. Ganon is the only character that is completely unique (that there are no descendants of) and he has different conditions in each game. Ocarina of Time is obviously the first game. This is a universally accepted fact and it should not be argued with. Then comes Majora's Mask. Again, this is universally accepted. The best reason for Majora's Mask coming next is that Link has the Ocarina of Time in it, although there are many more. Now here's where my timeline becomes unique. Now, recall that I said earlier that the adult part of Ocarina of Time didn't matter. Well, it basically never happened as far as the timeline is concerned because Link was sent back to his past to relive his childhood. Ganon is, therefore, trapped in the Sacred Realm/Dark World whatever you want to call it at the end of Majora's Mask. There are only a few games that start out with Ganon in the Dark World. Four Swords could come next (although it really can't, as I will explain later) and Four Swords Adventures would follow. This cannot be because the Four Sword, which is used in both those games, is broken and you must restore it in the re-release of A Link to the Past in an optional side quest. Yes, it seems like a cheap shot, but it is how things happened. The only other game in which Ganon starts out imprisoned is A Link to the Past. Therefore, it is the only game that actually can come next logically. This presents a new problem. At the end of A Link to the Past, it would seem that Ganon is dead. Yes, one might think that Ganon really is dead, but in truth, he is not. Again, this is a very random observation, but in the credits of A Link to the Past (by completing different events you can see different credits) they show Link's uncle and the king of Hyrule. This is important because both of these people were dead earlier in the game. Also, in one scene of the credits ("The Bully Makes a Friend"), they show two characters on Death Mountain that would normally be in the Dark World in the Light World. This means that, when Link's wish was granted by the Triforce, he wished those that died as a result of Ganon back to life and that all those in the Dark World be transported to the Light World. Well, this includes Ganon, which means that Ganon is alive again and he's in the Light World. There are only two games like this at the beginning and Wind Waker cannot come yet (if it did, Adventure of Link would later and this is impossible). Therefore, the original The Legend of Zelda has to come next. Ganon dies at the end of The Legend of Zelda. Even more importantly, he dies leaving a pile of ashes behind at the end of The Legend of Zelda. This is very important. There are only two games in which Ganon is dead throughout the entire game. These games are Link's Awakening and Adventure of Link. Now, all games in which Ganon is dead in must be consecutive, right? If you disagree with me, think about it for a second and you'll realize what I mean. So, this leaves us to put Link's Awakening and Adventure of Link in the right order. At first glance, it seems like it doesn't matter, but it actually has a huge bearing on the timeline. Remember that in Wind Waker the King of Red Lions tells us that the legendary hero of ages long past left the land of Hyrule and lost the Triforce by doing so (the guidebook of Link's Awakening says that Link traveled to many different lands to seek enlightenment)? Well, Link gets the Triforce piece of Courage in Adventure of Link. If Adventure of Link came first, Link would lose the Triforce piece in the very next game. Besides, the next two games in the timeline (the games in which Ganon is resurrected) have Link using his piece of the Triforce at the very beginning. Even though the instruction booklet of Adventure of Link says that Link never left Hyrule after The Legend of Zelda and before Adventure of Link, he has to. However, we know that Link MUST have the Triforce piece in the game after these two, and that Link's Awakening must come either before or after this one. So, Link's Awakening comes first (Link would not lose the Triforce piece in this scenario) and then comes Adventure of Link. Easy. Now, we are out of games in which Ganon is dead, and that means that he must be resurrected in the next game. However, it takes two games to revive Ganon. These games are the Oracle of Ages and the Oracle of Seasons. In the secret ending in a Beowulf-like plot, Kotake and Koume (Ganon's surrogate mothers) revive their son after trying to kill Link. After another defeat by Link, Ganon is sent back to the Dark World right after being revived. There are few games remaining, and they are rather easily sorted. First, Four Swords comes before Four Swords Adventures. The proof for this is rather obvious. The Four Swords Adventures manual refers to three separate occasions in which Vaati appeared (Four Swords, Four Swords Adventures, and a very long time ago). Well, this means that Four Swords comes next and then comes Four Swords Adventures. Now we're left with two games, The Minish Cap and Wind Waker. The Four Sword was forged in The Minish Cap, but it was used in Four Swords (Adventures, too). This means that Wind Waker comes next. So far, I have only covered the previous eleven games. Now I'll give Minish Cap a home on the timeline. There are three proofs of my theory. I'll list them in order of their obviousness. First, the Four Sword was created in Minish Cap. It is later used in Four Swords. Therefore, Minish Cap must come before Four Swords. However, the Four Sword also made a brief appearance in the re-release of The Legend of Zelda: A Link to the Past, which means that Minish Cap comes before ALttP. However, since Zelda had a piece of the Triforce in Minish Cap (that's what the light force is, obviously), then Minish Cap must come BEFORE Ocarina of Time. If Minish Cap came after Ocarina of Time or Majora's Mask, then Ganon would not have the complete Triforce in A Link to the Past, which he does. That is proof one. Proof two and three are a bit smaller and not as effective, but they get the job done. First, Vaati appeared as a black eye-like creature in Four Swords and Four Swords Adventures. Well, a figurine in Minish Cap (# 135. To quote it exactly, "Once Vaati's body has been shattered, this dark form rises up, all that remains of the evil sorcerer. Only the sacred Four Sword can defeat him.") says that Vaati's human body had been shattered. This means that Vaati appeared in FS and FSA the way he did because something happened to him before. The instruction manual of FSA makes reference to a boy who split into four to beat Vaati before even Four Swords. This just supports what I said earlier, although this proof alone cannot move this before Ocarina of Time. The third "proof" is implied. At the end of Minish Cap, Ezlo returns to his Minish-sage form and he gives Link a green hat, a token to remember him by. This seems to imply that this is the first time Link ever wore such a hat, and it became a tradition afterward for heroes of Hyrule. That's a bit of a stretch, though. Why would the Kokiri have adopted it? Like I said, proof one up here is the best answer to the placement question. Below I have a list made of where the games in the timeline go according to my theory. Notice that Oracle of Ages comes before Oracle of Seasons. I decided to alphabetize them. The Minish Cap Ocarina of Time Majora's Mask A Link to the Past The Legend of Zelda Link's Awakening The Adventure of Link Oracle of Ages Oracle of Seasons Four Swords Four Swords Adventures The Wind Waker Now I will try to clarify things by explaining a few items mentioned here. ======================================================================= Notes ======================================================================= +------------------------+ | The Picori Blade | +------------------------+ A lot of people would consider the Picori Blade and the Four Sword the same weapon. Well, newsflash people, they aren't. First off, "Four Sword" and "Picori Blade" are definitely human names. That is, these are the titles of the swords as declared by the Hylians. Why, therefore, would these titles be different? And, if you think about it, the broken Picori Blade is mended by Melari using two elements. This makes it the White Sword. Well, the Picori Blade must not contain any elements at all. So, these two swords are different, which keeps my timeline in check. By the way, if you think that Four Sword is the Minish name for the Picori Blade, you're wrong. After all, it is referred to as the Four Sword by many humans. +----------------------------------+ | The Light Force = Triforce | +----------------------------------+ Vaati and the guards of Hyrule make several references to the "light force." This is the Triforce, but to be specific, it is the Triforce piece of Wisdom. We find out that Zelda contains the light force near the end of the game. They show stained glass that details the legends of the Picori in the Elemental Sanctuary. Since they show Zelda holding one golden triangle, we can safely assume that this is her part of the Triforce. By the way, Vaati does take some of the Triforce from Zelda, but she gains it back when she wishes on the Minish cap at the end. +-----------------------------------------------------+ | The Adventure of Link/Link's Awakening Theory | +-----------------------------------------------------+ It's not uncommon for people to say that Link's Awakening, which we find out is a dream, happened during the raft ride in The Adventure of Link (when you have to raft from western Hyrule to the east). Well, this can be easily disproved. Who could forget the opening cinema in Link's Awakening? Remember Link, journeying on his ship into the storm. Well, ships and rafts are two different vessels. I think that that is a very important difference made in his journey across the sea. It doesn't affect the timeline that much, but it is a storyline flaw in many a timeline. +-------------------------------+ | The Wind Waker Theories | +-------------------------------+ Many people think that the timeline should start with OOT, MM, and then go to WW. At first, I could not disprove this theory. But now I can. In WW, Ganon died. Since it's the last game in my timeline, this makes no difference. However, it does in the proposed theory. You see, if this were true, than Adventure of Link would have to come after Wind Waker. In Wind Waker, recall that all knowledge of Hyrule was lost. Adventure of Link had towns named after characters from Hylian myth (the sages of Ocarina of Time, plus Mido and someone named Kasuto). If all knowledge of Hyrule was lost, how could they regain it? Clearly, Wind Waker comes last in the series. +----------------------------------+ | The Nature of the Triforce | +----------------------------------+ The King of Red Lions and Sheik, collectively, told us a lot about how the Triforce works. First, the Triforce does one of two things when a person touches it. But first, I should explain that the Triforce is divided into three equal parts, each representing the goddesses that created the world. There is Wisdom (Zelda), Power (Ganon), and Courage (Link). When there is an imbalance of virtue in the person that touches it (that is, they believe in one of these forces more than the others), that person receives the one that they believe in most. The other two pieces are placed in other "chosen ones." The person who touched it must gather the pieces to get a wish granted. You see, the Triforce grants a wish that reflects a person's soul. Regardless, there is another possibility. If someone with balance in the virtues touches the Triforce, their wish is granted automatically (they receive the "True Force"). However, the Triforce has another strange property, revealed to us by the King of Red Lions in Wind Waker. If a person that harbors a piece leaves the land of Hyrule, then they lose their piece. This is very important to know in understanding the order I placed the games in. Note that the Triforce piece of Courage is used by Link in the beginning of Oracle of Ages. I hope this clarifies things - why Link's Awakening must come before Adventure of Link. In AoL, Link gets the Triforce piece of Courage. If he got it in that game and Link's Awakening came next, he would lose it right away. And since Ganon's revival has to come next, he would have no Triforce piece in Oracle of Ages, which we know that Link does. +---------------------------+ | The Losers of Zelda | +---------------------------+ A company called Phillips released three hugely unsuccessful games - Link: Faces of Evil, The Legend of Zelda: The Wand of Gamelon, and The Legend of Zelda: Zelda's Adventure. Well, these games were AWFUL. I have never played them personally, but I've seen screenshots, examples, etc. enough to know. First, they were made by Phillips using a system that was a complete and utter flop called the CD-i. These games were all very corny. For instance, two of these games use Zelda instead of Link and they take place in different lands (one land is called Tolemac, which is Camelot backwards). Also, Ganon kidnapped (but didn't kill, for some reason) Link in two of these games, as well as the King of Hyrule in one of them. From what I've heard, all three of these games were not good, actually terrible, and that Zelda's Adventure was the best. Well, that's all well and good, but why I am writing this? Simply put, these three games are not counted in the timeline. They are not, after all, Zelda games. Maybe they are legally, but I will never consider these games to be a part of it. After all, they were not made by Nintendo, and the makers were obviously uneducated when it comes to Zelda (for example, they call Ganon the "dark king of the underworld"). Also, Soul Caliber 2 and the Super Smash Bros. series do not count (they're fighting games where people get to use different characters from different series). +-------------------------------+ | A Re-Release Side Quest | +-------------------------------+ I mentioned that the re-release of A Link to the Past allowed me to safely determine the placement of Minish Cap. I think, personally, that this is pretty under-the-belt, but in A Link to the Past's remake, they included a side quest that involved the Four Sword. Since it was forged in Minish Cap, Minish Cap must come before. Since Zelda has her Triforce piece in Minish Cap but not in Ocarina of Time or Majora's Mask, Minish Cap comes first. If I didn't explain things well above, here it is in simplified form. These are the most common e-mail objections I get, so I disproved them in full for you above. If you want to argue with me, please read all the notes above and consider how your theory affects the timeline as a whole. I'll be happy to disprove you, but you could lessen my e-mail load that way. You can write to me at Kirby0215@aol.com. And I'm back. Yep, that was my boring, generic timeline-writing twin. Anyways, listen to the guy and send me e-mail about this if you've got objections. ======================================================================= =================================FAQ*================================== ======================================================================= And the let the interrogations begin! FAQ stands for "Frequently Asked Questions." Below are the questions, with answers from yours truly. Please don't e-mail me about these. I'm not going to turn you into a toad or anything, but it's a bit frustrating. Question: You mentioned "Secret Dungeon" in the guide. What is it and how do I get to it? Answer: There's a red-and-blue-themed dungeon called Level 0 - Secret Dungeon in the Graveyard. By beating it, you get to choose between a Red or Blue Tunic, which raises your offense and defense, respectively, like having a constant Piece of Power or Guardian Acorn. To learn how to get there, refer to the "Secret Dungeon" section. Question: I heard about photographs. What are they and what are they for? Answer: There's a building called the Camera Shop in to Tal Tal Heights (right twice of the Moblins' hideout). There, you can collect twelve photographs and print them if you own a Game Boy Printer. Otherwise, they're just for kicks. To learn more, read "Photographs" in Section 3. Question: How do I get the L-2 Sword? Answer: Collect twenty Secret Seashells and go to Seashell Mansion near Kanalet Castle. See that section for details. Question: How do I beat ____? Answer: Ahem, ahem. Read the walkthrough. That's what it's there for. Question: How do I reach the mermaid statue? Answer: Go south from Animal Village's entrance until you reach a bridge. South of it are rocks that you can use as Hookshot targets. Go north of the left rock to the statue. Question: Do I have to get the Magnifying Lens? Answer: If you want to beat the game you do. Question: I heard of a screen select code. Explain it to me now. Answer: You're quite demanding. In the original (that is, not in the DX version) you can warp across screens by pressing select in the transit of two screens. It can mess up your game, and I advise against it. However, it can be useful in cheating in the game if you're into that kind of thing (like getting items in the wrong dungeons, getting "hidden" items that don't do anything, like an L-3 Power Bracelet, etc.). Question: What became of my Flying Rooster friend? Answer: That's an interesting way of putting it. After Eagle's Tower, Flying Rooster has a change of residence. If you want to see him again, look in the Hen House. Question: Can I use your guide on my site? Answer: No. See my legal section for details. Question: What other guides have you written? Answer: Whoa! The list goes on and on, my friend. This walkthrough is my twenty-second. Here's a link to my other guides (read 'em and weep): http://www.gamefaqs.com/features/recognition/46879.htm Question: How can I contact you? Answer: First, I'd like to lay out a few guidelines. All contact occurs through e-mails (not IMs or anything else), which must relate to the guide (no chain letters, socializing, etc.). Please put "Link's Awakening DX" or the name of the guide in the subject. Make sure to examine the entire guide before e-mailing me. In my prime, I answered e-mails pretty regularly, but now it's on a very irregular basis with lots of gaps, so it's in your best interest to read the guide instead of waiting for me to answer your questions. I don't open attachments. Finally, be specific in your question. Thanks in advance. You can e- mail me at: Kirby0215@aol.com If I get enough of the same question, I'll add it to this section. Now the guide is almost over *sob*... But we still have the legal section to look forward to! Huzzah! ----------------------------------------------------------------------- _________________________________________________________________ / \ / \ ||----------------------------Section 4*-----------------------------|| \ / \_________________________________________________________________/ ======================================================================= ====================Credits and Legal Information*===================== ======================================================================= I know that all of you just skipped right down here to read this part. After all, who wouldn't? Undoubtedly the best part of the guide, this never gets old. Let's get-a started, shall we? +---------------+ | Credits | +---------------+ First, I'd like to thank myself because I wrote this guide, I played the game, and I'm one of those jerks who thank themselves. The man! The myth! The legend! Second, I'd like to thank Nintendo for making Link's Awakening and re- releasing it in wondrous color. Another winner, Miyamoto. Third, three cheers for GameFaqs.com. They are really great and have been a tremendous asset to posting guides. Recently, other people have helped me. The list is below showing who they are and what they did. - Zelda.com for providing the names of certain enemies in the index. - Gokusupersaiyn4, who sent in a glitch in the Secrets section. - Metallan, who corrected an instance in which I said "left" instead of "right" under the "The Ocarina" sub-section. My bad, folks. That's all for now, but I'm sure the list will grow. Now it's time for the legal section. Truly, it is the bomb. It is at least twice as fun as watching a foreign-language movie about the production of boxes in slow motion and black-and-white (with no sound). +---------------------+ | Legal Section | +---------------------+ First of all, I take no credit for the creation, distribution, productions, idealizing, or in any way making this game. That honor goes to Nintendo, not me, and I do not deny this. Second, this document is Copyright 2005-2007 Brian McPhee. Third, this may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. To phrase that first item legally, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To make it clear for those of you who might having problems absorbing information, no one but the website GameFaqs may use my guides on their sites, books, magazines, etc. That was SO cool! Did you see my delivery? Well, for all things there is an end. This is the last paragraph of the guide, I know. But be strong, grasshopper. May the force be with you. Seriously, though, it was a blast writing this guide. My opinion on Link's Awakening has greatly improved, too. So, until we meet again, adios. Nah, I'll end this in my catchphrase, trademark good-bye. It's the classic cool, my great escape. And now to Houdini out of here. Get ready for it... Drum roll please... See ya later.